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RE: Master Wishlist Thread - 6/17/2010 7:18:59 PM   
Yarasala

 

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Seeing the troop loading discussion in the 1.0.5.6 update thread: as much as I would like to see automated trop carriers jumping from planet to planet and loading troops, I don't like to let my planets defenceless. So I already proposed earlier to set a minimum threshold per planet that determines how many troops will stay there if an auto transport fetches troops. But if a manually controlled transport is ordered to load troops then the threshold is disregarded (better: I would like to see a confirmation window where you can say how many troops should be loaded exactly so that e. g. an empty transport with six troop compartments ordered to load troops on a planet with three on it can be manually loaded with two of those three troops).
Another part of my former suggestion was to also set some kind of "default troop strength" per planet up to which a planet will recruit new troops, so when an auto transport fetches some the planet restocks troops automatically until this default troop strength is reached. Since the AI criteria for recruiting troops are not clear to me I rather control troop recruitment manually atm, so that would relieve me from a lot of work.

(in reply to taltamir)
Post #: 751
RE: Master Wishlist Thread - 6/17/2010 7:35:32 PM   
2guncohen


Posts: 401
Joined: 4/9/2010
From: Belguim
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quote:

ORIGINAL: Goddsch

well isnt that just the same as paying pirates to protect you? when you do that they exactly do as you say they escort your ships and attack other empires/pirates no?


I think you have to see them as a minor faction who is basicly a part of your empire.
But then for hire for the private sector or maybe leased by your empire to protect or do specific tasks.









_____________________________


(in reply to Goddsch)
Post #: 752
RE: Master Wishlist Thread - 6/18/2010 5:29:47 AM   
Engerya

 

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I recently reinstalled DW so i can test out all the new updates and i can say some are great and some suck like corruption, i think corruption is ok but we need ways to manage it or lower it here are a few idea that i suggest can help deal with corruption and pirates which i hate also cause no matter how many ships i have they never seem to protect that many freighters.

1. we need structures that we can build with Spaceports like poiltical centers that reduce corruption one per sector, and one to the capital planet, if not a componet then how about an administration Station and a military outpost that reduce corruption by various levels like 15-30% and the effect is reduced as you move away from the structures.

2. you can have system capitals planets you designate and they can be represented by blue stars again one per sector other than the capital sector.

3. i think fleets should be auto assigned to each sector you control and esscort ships be assigned to trade routes,(we dont have trade routes ships just jump to where they need to go) which is why i think trade ships should also be used by size small freighters for intersector trade medium for sector to sector trade and large freighters for trans galactic trade( meaning if something needs to go more than 4000 light years or how ever distance is measured in this game). fleets can be assigned to defend a sector i hope this is possible in later updates cause it is badly needed i hate that when i am not at war my fleets are usless they just group at planets and attack pirates that are dumb enough to chase freighters to them. i think fleets should act like they are not in a fleet unless they get orders to form-up and en-masse attack a target like a pirate base.

4. pirated need to be mini empires i hate that they somehow get advanced weapons and can match firepower with my ships that i spend untold sums of money to develope i think they need special weapons that lets them loot ships for money from the emipre fund(like a federal reembursement for getting jacked by pirates) instead of losing the entire ship, and you guys can make it even better by having it so the money the pirates get from raiding they use for even more ships and bases(i.e they build or steal constructors from empires with special capture ships and trade the stole goods at 3rd party stations like independant colonies. and the player can choose to assign ships to deal with teh pirated i.e. hunters or it can brib them like now to leave its ships alone for an annual fee and teh larger the players empire teh more teh fee (it can be sometheing like 2$ for each trade ship the player ownes or something that adds up cause on large mapes you can have thousands of trade ships).

5. trade goods need to be more varied i know this is a low priority but we need usless junk to trade and empire specific products that are random for each emppire to have a stable trade income each planet should demand i.e. consume this much of this trade good for every 100m population it has so the more people in your empire the more you need these items to make money and keep your population happy.

6. trade stations would be a good idea they can be used to collect goods from private mining stations and ships and then serve as a point from which these goods get to plantary space ports also they could serve as a point where ai econo ships are built, since i think space ports for planets really should be for only trade for (trade and refueling for the small space ports, trade, refueling and repairs for medium, and for large space ports the could be used to build small military ships like esscorts and frigates, while larger ships require a dedicated shipyard that builds all the empires ships( like in star trek they can only build ships at shipyards i know some people wont like this idea but it makes the most since to organise military ship building so the AI can order ships and the player can know where they are being constructed this can be achieved by starting the player off with a simple shipyard at their HW and as research progresses the player can choose to move the ship yard to a more secretive location like the edge of a black hold or inside a zone that doesnt allow jump drives(makes it hard to attack if you can muster a defense while the enemy impulses to your bases) i know you can already do this sorta but the coding wont allow the player to control how resources get to those shipyards and you have to have construction just dedicated to military ships with out the ai ordering econo ships so i suggest making a civilian ship constructor and a military one that should be simple.

7. omg i hate pop-ups, this game needs a pop-up blocker when i am playing the little noise and sliding window should be enough to alert me that an empire wants to talk i hate that the whole game pauses for some trivial crap that the ai should be able to say yes too, only time i want a pop-up is when i request one to negotiate trade or declare war other than that i should just get the sliding messages or at least it shouldn't pause the game and take up half the screen.

8. the ship ai are so crappy but thats to be expected from a RTS game of this size here are a few suggestions that could help i think when a ship is built it should be auto assigned to an undefended planet to camp there for defence no matter the class except esscorts and frigates they should always be in groups of three and patroling ( they can act like trade ships going from point a-b then from c-a then a-e and so on and so forth) or the player can get a new tool that allows the ships to patrol an area i.e. like a highlighter that auto assigns points in space to visit or to be near just incase of a pirate raid, the way it is now you will rebuild your econo fleet every 15-20 years due to so many ships being destroyed even if you have alot of ships that should be guarding the trade routes. another way is to allow the player to make trade points for example the capital planet is a major hog for resources and it serves as a major player for a long time in the game so to organise my econo i make it so inorder to trade with the outter systems i build 3 long range trade stations these stations make it so the ships dont just jump from the capital planet directly to their colony and allows me to assign esscort ships to partol the route to better protect the ships so its CP-->TS--> colony that needs the goods, now when i sign a trade pact with some one i build a trade station near their space they send freighters to that international trade station only(allows me to control my borders)(also the larger the trade the more station you can build to handle the volume or just build a bigger station) so now its ITS-->TS-->colony where goods are needed(or military facility) and we can assign ships to those routes to protect the freighters but since a large military is expensive some pirate raids can still happen.

9. ai empires grow to slowly compaired to the player i suggest either limiting the amout of colony ships the player can build each week or year or the distance they can travel relative to the last colony the player colonised, which bring me to my next point solar systems should all be generated with at least one planet that can be colonised or atleast 500m population a minor system if you will so that empires don't span the galaxy for no apparent reason other than i wasnt paying attention to the distance when i ordered a colony ship i think empires should expand gradually with in the area if there capital planet its possible for this game just very micro management to do so(i love it at first but it becomes a headache).

10. i wish my empire had plagues and a death rate something to reduce my population and stunt my growth for peroids of time(they can also be research projects when you max out tech like infinite research that uses existing research capicity(so i am getting some usage outta my research stations and they are not just junk in space costing me money, it could work like this a plague spreade through out a sector of my empire hitting 12 planets causing negative population growth for a few years like 10-20(depending on how fast you research the cure and use it, i.e. you research it and then you spend another year getting it where it needs to go) and this can be a random event that costs money and requires the player to use ships to blockade their own planets to prevent the spread (maybe bombard them)of the plague and have it reoccur every so often to keep the player on their toes or have so its a weapon of war.

11. i also think if you redesign a ship the player needs to research that design before they can use it its a silly idea but it really unrealistic that you design a ship and can use it with out testing it to see if its useful(another way to use those usless research stations you forget about that cost money.

12. we need borders or somekinda line that lets us know the expanse of our empire it can be something like 100 units or 60 units of distance from a planet and you could then have it so ships can olny trave so far outside that range so they dont be too far from refueling points( a good way to use refueing ships is that they can be used to expand that limit over a small area for explorer ships and deepspace military actions)

Wow i never typed this much on a forum before i hope you can excuse anyt typing errors and spelling errors and enjoy this wonderfuly long post have fun and lobby for distant worlds 2 with multiplayer

(in reply to 2guncohen)
Post #: 753
RE: Master Wishlist Thread - 6/18/2010 11:44:11 AM   
Vanguard_DW

 

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As has been mentioned in the update thread, I'd like to see a way of improving planet quality perhaps in lieu of terraforming, maybe a limited number of tech improvements could improve quality by 5% or so, so you couldn't take a 35% quality planet to 100% for example but maybe to 50/60%, so if you insist on nuking a 100% planet back to the stone age you'll never fully recover it but can improve it abit.

Also as for corruption, whilst I understand it's perhaps in place to curtail the player (Does corruption affect the Ai?), I find the 40/50% corruption even on my capital planet breaks immersion for me, with the best will in the world I can't see how that much corruption can flourish! Mind I play a Human Monarchy, no doubt there are better species/Govt but it's for roleplay.

If the money can be lost via infrastructure/maintenance costs or suchlike I could stomach it more

I understand these are cosmetic points and I'd normally not bother, but DW is a great game already with lots of potential so I'll attempt to contribute...other than my £35 of course, money well spent so far

< Message edited by Vanguard_DW -- 6/18/2010 11:47:41 AM >

(in reply to Engerya)
Post #: 754
RE: Master Wishlist Thread - 6/18/2010 2:53:11 PM   
Spacecadet

 

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quote:

ORIGINAL: Vanguard_DW

As has been mentioned in the update thread, I'd like to see a way of improving planet quality perhaps in lieu of terraforming, maybe a limited number of tech improvements could improve quality by 5% or so, so you couldn't take a 35% quality planet to 100% for example but maybe to 50/60%, so if you insist on nuking a 100% planet back to the stone age you'll never fully recover it but can improve it abit.

Also as for corruption, whilst I understand it's perhaps in place to curtail the player (Does corruption affect the Ai?), I find the 40/50% corruption even on my capital planet breaks immersion for me, with the best will in the world I can't see how that much corruption can flourish! Mind I play a Human Monarchy, no doubt there are better species/Govt but it's for roleplay.

If the money can be lost via infrastructure/maintenance costs or suchlike I could stomach it more

I understand these are cosmetic points and I'd normally not bother, but DW is a great game already with lots of potential so I'll attempt to contribute...other than my £35 of course, money well spent so far


Yeah, in my last game on a 250 Star Galaxy I had a couple new colonies come up with 75% Corruption.

Sorry, that's just excessive.


(in reply to Vanguard_DW)
Post #: 755
RE: Master Wishlist Thread - 6/18/2010 7:44:03 PM   
taltamir

 

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quote:

ORIGINAL: Spacecadet

quote:

ORIGINAL: Vanguard_DW

As has been mentioned in the update thread, I'd like to see a way of improving planet quality perhaps in lieu of terraforming, maybe a limited number of tech improvements could improve quality by 5% or so, so you couldn't take a 35% quality planet to 100% for example but maybe to 50/60%, so if you insist on nuking a 100% planet back to the stone age you'll never fully recover it but can improve it abit.

Also as for corruption, whilst I understand it's perhaps in place to curtail the player (Does corruption affect the Ai?), I find the 40/50% corruption even on my capital planet breaks immersion for me, with the best will in the world I can't see how that much corruption can flourish! Mind I play a Human Monarchy, no doubt there are better species/Govt but it's for roleplay.

If the money can be lost via infrastructure/maintenance costs or suchlike I could stomach it more

I understand these are cosmetic points and I'd normally not bother, but DW is a great game already with lots of potential so I'll attempt to contribute...other than my £35 of course, money well spent so far


Yeah, in my last game on a 250 Star Galaxy I had a couple new colonies come up with 75% Corruption.

Sorry, that's just excessive.

I played on lowest corruption on a normal sized galaxy... and still I was seeing 40% to 60% corruption which is very excessive.
I want the ability to turn off corruption entirely. I do NOT want a "balance" between large empires and small empires. It is just ridiculous to me... and frankly, it hurts the AI a lot more then it hurts me.

_____________________________

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(in reply to Spacecadet)
Post #: 756
RE: Master Wishlist Thread - 6/19/2010 1:43:59 PM   
Das123

 

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It would be cool to be able to write System notes to yourself so you don't have to try and keep track of things too much. Or even pins with notes like on Google maps where different coloured pins could mean different things.

(in reply to taltamir)
Post #: 757
RE: Master Wishlist Thread - 6/19/2010 2:51:29 PM   
Shark7


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From: The Big Nowhere
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I'd really, really like to see some type of automatic retrofitting system put in place. That is one area of the fleet I'd be more than happy to leave to AI control. Probably need to assign each ship an identifier number in the database, and as new designs are brought online, the AI takes the ships in order and retrofits them to the new standard...one at a time.

This would be very much like a modern navy taking ships in for refit and maintainence.

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'When in doubt...attack!'

(in reply to Das123)
Post #: 758
RE: Master Wishlist Thread - 6/20/2010 12:38:39 AM   
WoodMan


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Experience for ships that over time grants very small % damage reduction to the ship and a small % increase in damage output too.  Would make a nice addition I think 

(in reply to Shark7)
Post #: 759
RE: Master Wishlist Thread - 6/20/2010 2:53:00 PM   
randal7

 

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Because this game takes a fairly long time to load, and because once it is loaded it starts playing (i.e. it's not paused), I cannot start the game and walk away; I have to sit and wait for it to load. When the game finishes loading, it would be nice if it paused automatically.

Explorers often fail to explore a ruin in a system. If this problem cannot/will not be fixed on this end, it would be nice to have an easy way to check if a ruin is explored (a different color on the ruins screen in the galaxy map maybe?) without having to manually go to every single ruin.

It appears planet quality is the same for all races. It seems like planet quality should be based off of native planet type. For example, a given desert planet should be higher quality for a race native to desert planets but really low quality for a race native to ice worlds. Maybe allow all planets to be colonized, base 50-75 quality, with a bonus/penalty for type, e.g. humans +20 quality for continental, -75 quality for desert, then have each colonization level add +20 or whatever to all types. You could make barren -200 for all races so barren worlds are still unusable. I don't program, but a simple mathematical formula like this seems as though it ought to be easy for the AI to find good sites with multiple races.

(in reply to WoodMan)
Post #: 760
RE: Master Wishlist Thread - 6/20/2010 3:02:21 PM   
taltamir

 

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quote:

ORIGINAL: randal7

Because this game takes a fairly long time to load, and because once it is loaded it starts playing (i.e. it's not paused), I cannot start the game and walk away; I have to sit and wait for it to load. When the game finishes loading, it would be nice if it paused automatically.


Try v1.0.5.6
load times have been massively improved. so have save times, and savegame file size as well.

_____________________________

I do not have a superman complex; for I am God, not Superman.

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Post #: 761
RE: Master Wishlist Thread - 6/20/2010 3:33:50 PM   
randal7

 

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quote:

ORIGINAL: taltamir

quote:

ORIGINAL: randal7

Because this game takes a fairly long time to load, and because once it is loaded it starts playing (i.e. it's not paused), I cannot start the game and walk away; I have to sit and wait for it to load. When the game finishes loading, it would be nice if it paused automatically.


Try v1.0.5.6
load times have been massively improved. so have save times, and savegame file size as well.


Absolutely. However, it still takes 30-45 seconds and that's long enough that I'd like to be able to go do something else real quick rather than sit and look at the galaxy spinning. This is not a big deal, but it seems like it would be really easy to fix.

(in reply to taltamir)
Post #: 762
RE: Master Wishlist Thread - 6/20/2010 5:57:56 PM   
Igard


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From: Scotland
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quote:

ORIGINAL: randal7

Absolutely. However, it still takes 30-45 seconds and that's long enough that I'd like to be able to go do something else real quick rather than sit and look at the galaxy spinning. This is not a big deal, but it seems like it would be really easy to fix.



I quess it depends on your system. I used to get around 1 - 1.5 minutes to load and save games. Now it's down to around 10 seconds!

< Message edited by Igard -- 6/20/2010 5:58:46 PM >


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Post #: 763
RE: Master Wishlist Thread - 6/20/2010 9:35:31 PM   
WoodMan


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Yes, around 10 - 15 seconds here, much quicker than the only other game I play right now, Bad Company 2 which takes a minute or more.

(in reply to Igard)
Post #: 764
RE: Master Wishlist Thread - 6/21/2010 2:33:24 AM   
taltamir

 

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quote:

ORIGINAL: Igard

quote:

ORIGINAL: randal7

Absolutely. However, it still takes 30-45 seconds and that's long enough that I'd like to be able to go do something else real quick rather than sit and look at the galaxy spinning. This is not a big deal, but it seems like it would be really easy to fix.



I quess it depends on your system. I used to get around 1 - 1.5 minutes to load and save games. Now it's down to around 10 seconds!


same here. I actually timed it, one of my saves was taking 1 minute 21 seconds on my spindle drive... or 1 minute 18 on my SSD (I was hoping the my SSD will improve load times, but it didn't)
Now, I haven't kept said save (it was from a very early version... but now most saves are ~10 secondish compared to over a minute.
Galaxy size is still a major factor... try a galaxy one size smaller... I just god used to playing 250 star galaxies with earlier versions (only size at which I had acceptable save time), now I can play a "normal" sized (I think thats 700 stars, don't remember, whichever is marked as normal)

< Message edited by taltamir -- 6/21/2010 2:34:17 AM >


_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to Igard)
Post #: 765
RE: Master Wishlist Thread - 6/22/2010 11:48:06 PM   
hidden_asbestos

 

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Please can you allow map control, or at least zooming, while a 'show me first' request comes up to build something. The given galaxy view isn't all that helpful if you're just starting out and don't know where the planet is.

EDIT: Actually, better yet, a passive system for all suggestions would be a much nicer interface. The 'stop what you're doing and agree or disagree to this thing I'm suggesting right now' attitude kills the immersion and the option to reconsider is not provided. I propose an extension to the message view that logs all recommendations and allows you to agree to them later (with the onus on you to determine if they are still sensible) once you've had time to mull it over. Add the option to disable suggestion message boxes and you've got yourself a system that works better but still allows people to play in a 'classic' manner.

EDIT2: Alternatively, deferred suggestions could be added as a stack on the left, where the 'stop spying on us' messages appear.

< Message edited by hidden_asbestos -- 6/23/2010 12:38:58 AM >

(in reply to taltamir)
Post #: 766
RE: Master Wishlist Thread - 6/24/2010 1:04:56 PM   
tjhkkr


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First of all:
Nice work.

If I had my druthers...
(1) I agree with Engerya's #12, some way of knowing the extent of my holdings so I know where to position reserves and stuff like that.
(2) I am not sure that this is doable, but I am playing Star Wars style games. It would be nice to be able to 'shoot down' scouts/exploration ships BEFORE they can report back to a major power. If this were against a human player (head to head games), I know that this would be impossible, but against AI...
(3) Fighters! Good ole fashion cheap planetary point defense fighters. I know you have heard me ask for this before.

Ih and I like this idea too:
EDIT: Actually, better yet, a passive system for all suggestions would be a much nicer interface. The 'stop what you're doing and agree or disagree to this thing I'm suggesting right now' attitude kills the immersion and the option to reconsider is not provided. I propose an extension to the message view that logs all recommendations and allows you to agree to them later (with the onus on you to determine if they are still sensible) once you've had time to mull it over. Add the option to disable suggestion message boxes and you've got yourself a system that works better but still allows people to play in a 'classic' manner.

I am enjoying the game.



< Message edited by tjhkkr -- 6/24/2010 1:06:27 PM >

(in reply to hidden_asbestos)
Post #: 767
RE: Master Wishlist Thread - 6/25/2010 6:42:38 AM   
Xkill

 

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From: Brazil
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My top ten wishes:

1: Be able to start as a pirate faction.

2: New Components, Shields and such.

3: New Ship figures.

4: More agressive pirates.

5: More advanced AI, using all the features of the game, and having the feeling of playing against human players.

6: More empires and more systems.

7: Enchanced diplomacy. (Space Empires system would be great)

8: New races, more troop figures.

9: Fighter class ships, Carriers and bombers.

10: Black Market, Special components available for high prices.

(in reply to 4xfan)
Post #: 768
RE: Master Wishlist Thread - 6/25/2010 1:27:05 PM   
jalapen0

 

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Would like ability to turn off space creatures and to make them rare. Even on "few" they are way too common imo.

(in reply to Xkill)
Post #: 769
RE: Master Wishlist Thread - 6/25/2010 5:50:57 PM   
Shark7


Posts: 7855
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From: The Big Nowhere
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And another request:

Ability to define more ship roles through modding.

Right now we have Escort, Frigate, Destroyer, Cruiser, Capital Ship, etc.

I'd like the abiilty through modding to define such as:

-Corvette
-Sloop
-Frigate
-Destoyer
-Light Cruiser
-Heavy Cruiser
-Battle Cruiser
-Battleship
-Monitor

You get the point. I want to be able to have more than 1 design for a ship type and not have it get totally over-ridden by the auto-build/and refit stuff. AS it stands now, I can design 3 different 'Escort' vessels, but when being retrofitted, the game always retrofits to the newest design, unless I go into the shiplist and pick out escorts of 1 type only and manually set their retrofit target.

What I want is the ability to define those 2 escorts down further as either Corvette or Sloop, so when I update, they stick to what I designed them as, not just the newest escort type. Say my corvette design is an up close knife-fighter while my Sloop is a heavy torpedo ship. I want to be able to keep those types in place when I upgrade, and not have my corvette retrofit to a sloop type because the sloop type is the newer of the two.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to jalapen0)
Post #: 770
RE: Master Wishlist Thread - 6/26/2010 12:41:32 PM   
hidden_asbestos

 

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Hi, please can you add an option to make the zoom buttons next to the map also pan to my current selection. Currently it zooms from the centre of the screen, but 99% of the time that's just a blank space when you're zooming in. Currently the 100% button is kinda useless, but if I could select something and hit the zoom setting it would be very much more useful.

edit: Actually, having a further option where the keybaord versions would zoom in to the current mouse position would also be great. You could then use the HOME/END keys really efficiently to browse around your empire without even having to click.

< Message edited by hidden_asbestos -- 6/26/2010 12:50:58 PM >

(in reply to Shark7)
Post #: 771
RE: Master Wishlist Thread - 6/26/2010 8:21:42 PM   
Rebel Yell


Posts: 330
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From: Houston, TX USA
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quote:

ORIGINAL: jalapen0

Would like ability to turn off space creatures and to make them rare. Even on "few" they are way too common imo.


This, with a bullet.

< Message edited by Rebel Yell -- 6/26/2010 8:29:44 PM >


_____________________________

Those who beat their swords into plowshares will plow for those who don't.

(in reply to jalapen0)
Post #: 772
RE: Master Wishlist Thread - 6/26/2010 10:20:35 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline

quote:

ORIGINAL: Shark7

And another request:

Ability to define more ship roles through modding.



Also, to incluee additional ship images to go along with the extra ship roles.

(in reply to Shark7)
Post #: 773
RE: Master Wishlist Thread - 6/27/2010 6:50:52 PM   
Das123

 

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Moons can become confusing because of their naming. Could the first two letters be the first two letters of the system? Or even better, first two letters of each word for multiple name systems, or first letter then next consonant for single name systems.

Eg. Moon XY123 in the Sol system would be SL123

(in reply to Igard)
Post #: 774
RE: Master Wishlist Thread - 6/27/2010 7:33:25 PM   
taltamir

 

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quote:

ORIGINAL: Das123

Moons can become confusing because of their naming. Could the first two letters be the first two letters of the system? Or even better, first two letters of each word for multiple name systems, or first letter then next consonant for single name systems.

Eg. Moon XY123 in the Sol system would be SL123



How about the name of the planet followed by a small letter? this is what I have seen as the standard elsewhere and it works well.

So if the third planet of system Biovac has three moons then the planet will be called Biovac III, and the moons be called Biovac IIIa, Biovac IIIb, and Biovac IIIc (with a being the moon closest to it, and c the moon furthest away)

< Message edited by taltamir -- 6/27/2010 8:20:19 PM >


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RE: Master Wishlist Thread - 6/28/2010 2:42:18 PM   
Fishers of Men


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taltamir,

I like your moon naming routine. What do current astronomer use? I am believe they give them individual names, at least in our solar system. Maybe the smaller ones around Saturn or Jupiter have numbers.

FoM

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RE: Master Wishlist Thread - 6/28/2010 3:18:16 PM   
Igard


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Jupiters moons are named either after Jupiter or Zeus's lovers/friends (Io, Callisto) or are given a roman numeral (Jupiter XIII). Saturns moons are given names from all sorts of mythologies and some are even given the same name but spelled differently. Neptune's moons have a trend towards aquatic names. Uranus has it's moons named after characters from the works of William Shakespeare and Alexander Pope.

I don't believe we've discovered any moons around exoplanets (planets in other star systems). So their naming convention remains undetermined.

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RE: Master Wishlist Thread - 6/28/2010 4:19:16 PM   
Sinnari

 

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Ok, here are my suggestions (did not have time to read the whole thread, so i am unaware if anyone else had already suggested some of these):

1. ETA display for ships:
- when assigning movement order
- when a moving ship is selected - display ETA on ship info screen
- do not crowd the map with ETA's, but it would be NICE to see ETA near my mouse pointer, if it hangs over a moving ship.

2. Course display for ships:
- display a ships course with an animated line on the map.
- not to crowd the map with this, make options: display for selected ship, display for mouseover ship, display for all ships, display for military ships

3. Ship icons are to be reworked.. Situation: an enemy system with a base, several mining stations and multiple private ships and my single warship in the system. When I zoom out, I cannot see any signs of my ship presence in the system - the ships icon just gets overwhelmed by enemy units icons. Also I cannot always even say, if there is a star, or it all happens in deep space. A SOLUTION would be to change overlay with zooming range. Personally I suggest to arrange special smaller presence marks circulary around stars when zoomed far out. So that i will alway know who's actually there, in this pill of unit icons.

4. Not all icons are perfectly readable from distance. Consider this.

5. Add special notification. Say if I send a ship somewhere far away with Ctrl+RMB, then a pop-up will tell me, when the ship arrives there. A very valuable notification feature actually. Watching for all the zoo manually makes me crazy when I plan 3-4 simultaneous operations in different regions of space.

6. Make it possible to select several ships from Ship List.. also there is a small galaxy map in the upper-right corner, so, make a greater use of it: if i select, say Troop Transports as the ships type, make it possible to select all Troop Transports in a region by dragging a rough mousebox over this map. This is also valuable for military ships..

7. Make it possible to filter ships by their class, not only role, in the Ships List. Say Military -> Cruisers... and even further -> Particular_Design. This feature in composition with feature 6 will greatly ease selecting.

8. Make it possible to create nav-points. Say I create a nav-point in certain coordinates and then I just select any ship, right-click on it and say go to the waypoint. Same valid for fleets. Huge strategic command improvement.

9. Planets are circling around stars.. but the galaxy is still? If calculations amount will not be too high, make i possible for the galaxy to swirl. Diffirent stars have different speeds, same as planets. Although, I realize, this is just something very experimental.. but logical. Game mechanics will change dramatically and I am not sure if it will become better in terms of gameplay.

10. Add the following control feature: if I click an enemy planet/ship with RMB, i get the menu, where i can select what to do with the planet/ship. Say, attack, board, colonize, send troops.. and then choose between manual and automatic ships assignment for these missions.

11. Why can't i control privates? The Galactopedia says that I can be a warship captain, but why can't I be a trader? Or a passenger transporter? Maybe I can have not just a single ship, but found my own company? With wars raging here and there, it could be quite interesting. But it involves implementing market and price-lists and all the stuf that comes with it. It can be very interesting.

12. Finally, what this game really lacks is the mission creator. For all things a player needs to arrange it would be nice to create some kind of mission editor where a player can create a mission and assign ships to it. Because individual ships controlling is exhausting when it gets to a certain scale.
Even fleets cannot lighen this burden (opposite thing - because of automation, fleets are even harder to control than individual ships or numbered unautomated ship groups... fleets come with constant annoying stupid messages of sending a fleet of 2 troop carriers into extremely militarized enemy capital to capture one of his major planets. I did not try 1.0.5.6 yet, I really hope you have fixed it).
So a mission editor would help to create a virtual mission (which exists independently of anything) and consists of a sequence of actions to be taken by the ships assigned. Say it can look like this:

MISSION NAME: Attack on Nabuu
CURRENTLY ASSIGNED: Fleet_1, Ship_AAA
- Refuel
- Gather at NAV_POINT_121
- Attack anyone in system XXXXX

or

MISSION NAME: Attack run
CURRENTLY ASSIGNED: Fleet_1, Ships built in SpaceYard NNN

- Go to NAV_POINT_EPSILON
- Attack system XXXXX
- Report: 'phase 1 complete', ships_alive_list
- Go to system YYYYY
- Refuel
- Attack all Gas_Mining_Station at sytem ZZZZZ
- Report: 'phase 2 complete', ships_alive_list
- Return
- Refuel
- Report: 'mission mission_name complete', ships_alive_list

well, you've got it.


13. PLEASE MAKE MULTIPLAYER!!! with a save-game feature... Think of that: with time you can even setup your own servers which will be capable of hosting even bigger galaxies (because no calculations are to be done from the client's side) and even multiple galaxies, with connections or jumpgates or travel through void between them... but surely players must have an ability for LAN play. Definetely, multiplayer is what many really good 4x-alike games miss. Everyone will tell you this.

14. Please make moon names more recognizable (at least optionally). This is not cool to see something like 'You Moon GX332 was captured' when I do not even know where this moon is... so i have to click on this and go to see, what happened.. i mean, i cannot get a clear picture from the message title.

15. Make selected items look like selected on the map while zoomed out. Now it is not always clear where they are.. the faint purple (pink) circle does not work.

16. Make selection box visible whle zoomed out. Because selection box is nor visible, neither works fine when i zoom out full.

This is all I can think of right now. Thank you.

< Message edited by Sinnari -- 6/28/2010 4:27:37 PM >

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Post #: 778
RE: Master Wishlist Thread - 6/28/2010 4:20:10 PM   
taltamir

 

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quote:

ORIGINAL: Fishers of Men

taltamir,

I like your moon naming routine. What do current astronomer use? I am believe they give them individual names, at least in our solar system. Maybe the smaller ones around Saturn or Jupiter have numbers.

FoM


Generally speaking, astronomers have been unable to observe actual planets in other systems, only their suns. They have VERY recently managed to confirm a few super massive planets in VERY close orbits to a sun based on the wobble their gravity causes the their sun.
Even the closest star system to us, alpha centauri, remains a mystery. We can only tell that it has three suns. 2 about the size of our sun in a tight orbit around each other, and one dwarf sun in a wide orbit around those two.
http://en.wikipedia.org/wiki/Alpha_Centauri
Planets, however, remain unknown...
I have seen on discovery that the vast majority of stars are actually double stars, followed by triple stars, followed finally with single stars like ours being a small minority.

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I do not have a superman complex; for I am God, not Superman.

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Post #: 779
RE: Master Wishlist Thread - 6/28/2010 7:15:56 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
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Taltamir, check this out. It's a very recent article about the first observation of a an exoplanet around it's star.

http://www.astronomynow.com/news/n1006/11exo/

I recall reading in the last year that they have discovered a few small exoplanets. I think the smallest was about 4x the size of the Earth. That's pretty small for these kinds of reading. It is amazing stuff.

(in reply to taltamir)
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