Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Master Wishlist Thread

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> RE: Master Wishlist Thread Page: <<   < prev  28 29 [30] 31 32   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Master Wishlist Thread - 8/2/2010 7:43:09 AM   
jeffreyb

 

Posts: 1
Joined: 8/2/2010
Status: offline
Please add the ability to tag systems similar to how its done in the Majesty games. Being able to tag system to be explored, avoided by civilians, focused on for development, etc would make the player feel like they have alot more control over the game.

(in reply to adecoy95)
Post #: 871
RE: Master Wishlist Thread - 8/3/2010 6:59:13 PM   
AMF

 

Posts: 25
Joined: 3/31/2010
Status: offline
This is a REALLY GOOD suggestion. I can think of a whole lot of tags that would be very helpful, yet this method adds very little micro-management because once a tag is given, it stays there...DW guys should definitely try and do this. It might require a bit of coding on their part, but the payoff could be phenomenal.

(in reply to jeffreyb)
Post #: 872
RE: Master Wishlist Thread - 8/6/2010 12:34:47 PM   
Fideach

 

Posts: 175
Joined: 3/30/2010
Status: offline
quote:

ORIGINAL: jeffreyb

Please add the ability to tag systems similar to how its done in the Majesty games. Being able to tag system to be explored, avoided by civilians, focused on for development, etc would make the player feel like they have alot more control over the game.


I agree with this! I was just trying to do that last night thinking it was something you could do already. I'd be happy with just an general "avoid" tag on systems or locations. Annoying when my civ and military ships keep getting themselves killed in an obviously dangerous system or trade route.

While we are going on about tags.. how about a tag system not to just to do minor things, but ones that set up "missions". For example tag a system as a "threat" to be neutralized. The AI will dispatch a group of ships to take out a pirate base, clean the system out of monsters, etc. Whatever the system or area was tagged as being required. Would love to also be able to tag ships for repairs and the AI automatically dispatch someone to do that.

While we are talking about repairs.. could we set a class of ships that are just for repairing other ships? So we can just build them and let them take care of that.. with out having to worry about our constructor ships auto building mines and other things we don't want done.

The ability to set up custom roles and sub roles would be nice.

Also for more tech; I would love to see the ability to research worm holes, jump gates, or jump ramps that super speed up ships temporarily by flinging them straight towards there destination. Be nice to be able to set up ability to quickly reroute ships for military or trade reasons.

Be nice also to be able to have to worry about more then one Galaxy. Lot of little stories in the game about aliens coming from other Galaxies. Would love to be able to invade another galaxy while still playing the one your in.

I can see it now; you having to fight for a foothold in another galaxy against a super power there. Or a species in your own galaxy suddenly getting more advance and power due to its secret trading with a powerful from another galaxy it made contact with.

< Message edited by Fideach -- 8/6/2010 12:36:29 PM >

(in reply to jeffreyb)
Post #: 873
RE: Master Wishlist Thread - 8/7/2010 2:34:49 AM   
Texashawk

 

Posts: 199
Joined: 12/9/2006
Status: offline
+10

quote:

ORIGINAL: jeffreyb

Please add the ability to tag systems similar to how its done in the Majesty games. Being able to tag system to be explored, avoided by civilians, focused on for development, etc would make the player feel like they have alot more control over the game.


_____________________________

Lifetime "You Magnificent Bastard!" callouts: 4
Lifetime slaps across the face by a female: 2
Lifetime games that hold my attention longer than a month: 3

(in reply to jeffreyb)
Post #: 874
RE: Master Wishlist Thread - 8/7/2010 6:23:47 AM   
nammafia

 

Posts: 102
Joined: 3/5/2010
Status: offline
Love this idea of tag. Such a good idea should be implemented.

I also ask for specialized repair ship controlled by players or allow private sector the ability to repair tagged damaged ships for a price.

(in reply to jeffreyb)
Post #: 875
RE: Master Wishlist Thread - 8/7/2010 8:03:08 AM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
quote:

ORIGINAL: nammafia
I also ask for specialized repair ship controlled by players or allow private sector the ability to repair tagged damaged ships for a price.

I am not sure I understand the idea, can you clarify a bit what you mean by this suggestion?

_____________________________

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

(in reply to nammafia)
Post #: 876
RE: Master Wishlist Thread - 8/7/2010 9:32:19 AM   
WriterNotViking

 

Posts: 45
Joined: 8/7/2010
Status: offline

How about the ability to automate ships, but give them a very non-specific set of orders, such as "attack enemy cargo ships/research bases/mining stations", "escort cargo ships/", "search for and destroy pirate bases", etc.

Also, the ability to collect ships into a fleet, then give them those types of orders to carry out individually. This would enable the creation of a fleet entitled, say, "Escorts" and have all ships in that fleet individually act as escorts.

Thanks to all involved for creating a great game and, even better, working so hard to improve it further.

(in reply to jeffreyb)
Post #: 877
RE: Master Wishlist Thread - 8/7/2010 11:06:12 AM   
genveir

 

Posts: 2
Joined: 8/7/2010
Status: offline
- It would make sense to allow us to retrofit/scrap mining stations. And actually to make them government property.

It is impossible to make use of any upgrades I get through tech at the moment. I could have a design for a gas mining station with fifty of the best gas miners in the game, the starting stations at my home system will still only have one miner of the lowest tech level. And there is nothing I can do about it, except leave them undefended and hope someone sends a ship to shoot them out of orbit.

Since I am in charge of building these stations, have to pay for them myself, and am in charge of the construction ships, it would make sense if I owned these stations and was also allowed to retrofit or scrap them. If the private sector wants to operate mining stations, they should pay for their construction, or give me a return on my investment.

- Private sector should make their own designs

Since I'm not supposed to be in control of the private sector, I don't see why I have to design their ships for them. Let them do it themselves. And, on a side note, mining stations could fall under that as well. As long as they're getting retrofitted I'm good... :P

< Message edited by genveir -- 8/7/2010 11:22:26 AM >

(in reply to Erik Rutins)
Post #: 878
RE: Master Wishlist Thread - 8/7/2010 1:54:26 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
quote:

ORIGINAL: genveir
- Private sector should make their own designs

Since I'm not supposed to be in control of the private sector, I don't see why I have to design their ships for them. Let them do it themselves. And, on a side note, mining stations could fall under that as well. As long as they're getting retrofitted I'm good... :P


+1

_____________________________

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

(in reply to genveir)
Post #: 879
RE: Master Wishlist Thread - 8/8/2010 10:59:33 AM   
Gertjan

 

Posts: 670
Joined: 12/9/2009
Status: offline
Fuel supply ships that can join fleets and auto refuel military ships when needed. Of course this would come a price, since otherwise the strategic element of limited range due to fuel constrains would be lost.

Please add some additional fuel capacity to default military designs so that they have a somewhat larger range of operations (perhaps an extra tank?). Currently, refueling is too much of a pain.

(in reply to taltamir)
Post #: 880
RE: Master Wishlist Thread - 8/8/2010 3:21:33 PM   
nammafia

 

Posts: 102
Joined: 3/5/2010
Status: offline
I don't want constructors to repair damaged ships. A repair ship class which players can dispatch to repair damaged ships. If this is too much of a micro managing, then let private sector the ability to send repair ships to the damaged ships and you'll get a bill for X money.

In games I'm playing, I just don't want to build lots of constructors. I usually have two or three maximum. They are busy constructing things.

Another ship class is what I am looking for.

(in reply to taltamir)
Post #: 881
RE: Master Wishlist Thread - 8/8/2010 3:45:27 PM   
Igard


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

quote:

ORIGINAL: nammafia

I don't want constructors to repair damaged ships. A repair ship class which players can dispatch to repair damaged ships. If this is too much of a micro managing, then let private sector the ability to send repair ships to the damaged ships and you'll get a bill for X money.

In games I'm playing, I just don't want to build lots of constructors. I usually have two or three maximum. They are busy constructing things.

Another ship class is what I am looking for.



+1 on this. I think private sector repair ships are a good idea in terms of reducing micro managing for the player, but I doubt that the military would allow a civilian contractor access to their ships. Seems like a security nightmare. I think we should have player controlled repair ships, I would just set them to automated by default. That way, if I know there will be a large battle and I'm going to need a repair ship, I can have 1 or 2 on stand by nearby.

_____________________________


(in reply to nammafia)
Post #: 882
RE: Master Wishlist Thread - 8/8/2010 4:07:51 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
I could get behind private repair ships that go around repairing privately owned ships (aka, freighters and the like). But its quite a security hole to have them repairing military ships. But its even more work for something that isn't exactly contributing much to the game... and besides, damaged private ships tend to be damaged for a reason... typically got caught in stellar storm or a space beast some such... sending repair ships for them is just more ships for the slaughter.

As for not wanting to have lots of constructors? why not? What is wrong with having lots of them and having them both repair and build?
Anyways, I just turn off all notifications of damaged ships... they eventually get repaired automatically (or not).

_____________________________

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

(in reply to Igard)
Post #: 883
RE: Master Wishlist Thread - 8/8/2010 5:09:45 PM   
Igard


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

quote:

ORIGINAL: taltamir
damaged private ships tend to be damaged for a reason... typically got caught in stellar storm or a space beast some such... sending repair ships for them is just more ships for the slaughter.


That just got me thinking about how great it would be to have tractor beams in this game. What about a tug ship that could 'tow' a damaged vessel to safety? Out of a stellar storm or clear from space monsters/pirates. It could tow the damaged vessel back to the nearest space port.

quote:


As for not wanting to have lots of constructors? why not? What is wrong with having lots of them and having them both repair and build?


Constructors are expensive and slow/vulnerable. Having a small repair ship that is built just for that purpose could be cheap to maintain, more maneuverable.

_____________________________


(in reply to taltamir)
Post #: 884
RE: Master Wishlist Thread - 8/8/2010 6:13:55 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
quote:

ORIGINAL: Igard

quote:

ORIGINAL: taltamir
damaged private ships tend to be damaged for a reason... typically got caught in stellar storm or a space beast some such... sending repair ships for them is just more ships for the slaughter.


That just got me thinking about how great it would be to have tractor beams in this game. What about a tug ship that could 'tow' a damaged vessel to safety? Out of a stellar storm or clear from space monsters/pirates. It could tow the damaged vessel back to the nearest space port.

Would be useful... but there are higher priority things to implement first I think.

quote:

quote:


As for not wanting to have lots of constructors? why not? What is wrong with having lots of them and having them both repair and build?


Constructors are expensive and slow/vulnerable. Having a small repair ship that is built just for that purpose could be cheap to maintain, more maneuverable.


Fair enough.

_____________________________

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

(in reply to Igard)
Post #: 885
RE: Master Wishlist Thread - 8/8/2010 6:28:07 PM   
Igard


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


Would be useful... but there are higher priority things to implement first I think.


Absolutely, it would be a huge feature to implement. There could be different levels of tech for it too. Starting with cables that magentically attach to the target, then moving into tractor beam tech with different range and towing speeds.


_____________________________


(in reply to taltamir)
Post #: 886
RE: Master Wishlist Thread - 8/9/2010 6:16:58 PM   
Gertjan

 

Posts: 670
Joined: 12/9/2009
Status: offline
Starbases/ports outside of starsystems. In this way you can place them at strategic places which sometimes lay in an area between two groups of starsystems. You could use these bases as a jumppoint for attacks or expansion. In a way you could see them as supplyships with weapons.

(in reply to Igard)
Post #: 887
RE: Master Wishlist Thread - 8/10/2010 12:59:55 AM   
Baleur


Posts: 372
Joined: 1/18/2010
Status: offline
More living galaxy events, even more civilian contractors and ways they can influence the galaxy. Perhaps even some sort of Corporation mechanic, where a group of say, moon miner ships (or freighers or whatever) can band together and use part of their wealth to form a Corporation.
They could all have a little ticker in front of their name like [IC]Small Freighter, and could eventually buy and build their own mining stations and / or even colonize their own world (barren planets? to give a use for them?).
Maybe they are so obsessed about profitsssss (game trivia, where's that from?) that they dont mind living in domes on the barren planets, as long as there are valuable resources to mine and have their childrens mine


Also, a way to set the mouse zoom method to: zoom-in on cursor, zoom-out centered on screen.

(in reply to jeffreyb)
Post #: 888
RE: Master Wishlist Thread - 8/10/2010 2:20:19 PM   
Fallan554

 

Posts: 14
Joined: 8/2/2010
Status: offline
my wish would be to allow more government types, and the ability to add race specific government (hivemind) to other races, think it could be done?

(in reply to Baleur)
Post #: 889
RE: Master Wishlist Thread - 8/11/2010 7:02:24 AM   
Slyke57

 

Posts: 54
Joined: 7/26/2010
Status: offline
Nvm we don't need this xD
This is a tweak for the ship designing process.

I've had times when I want my mining plants to have weapons, so I turn off auto, on the designs, and put a torpedo weapon or two on the plant. After I advanced in tech I really don't want to go through EVERY ship and add that one new module so I turn on auto for design. Then they upgrade my mining station WITHOUT the weapons and they are all defenseless again, which leaves them as a target for pirates.

I would like to have a little option to say, Hey I want this specific Torpedo weapon on this CLASS (Mining station, explorer etc.) No matter what, not even auto can take it off in the next design. Then when you upgrade to a new torpedo weapon you can simply swap the weapons.


*Now a CON that I thought of now is, if it's a let's say a troop compartment on a troop transport, the auto mode will add the newer troop compartments PLUS the ones you told it to not remove, in this case maybe it's possible to replace if it's a newer model?
Or even add a tick box for stations and PRIVATE ships for the auto design mode to give it some type of defense in the design of that class. I like that idea better xD


< Message edited by Slyke57 -- 8/11/2010 8:50:59 AM >


_____________________________

My random mods xD
http://www.matrixgames.com/forums/tm.asp?m=2532427&mpage=1&key=�
"Your architect is my playground."

(in reply to Subotan)
Post #: 890
RE: Master Wishlist Thread - 8/11/2010 7:30:25 AM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
@Slyke57: have you tried using the upgrade button for your custom design? it will simply upgrade all components to latest version. unlike turning on auto design, which replaces your current designs with AI made ones.

_____________________________

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

(in reply to Slyke57)
Post #: 891
RE: Master Wishlist Thread - 8/11/2010 8:50:31 AM   
Slyke57

 

Posts: 54
Joined: 7/26/2010
Status: offline
Oh really?  Lol well that makes my life helluva lot easier xD Ty taltamir

*EDIT* Btw wouldn't it make more sense if the entering warp graphic appeared in front of the ship rather than behind?

< Message edited by Slyke57 -- 8/11/2010 8:54:44 AM >


_____________________________

My random mods xD
http://www.matrixgames.com/forums/tm.asp?m=2532427&mpage=1&key=�
"Your architect is my playground."

(in reply to taltamir)
Post #: 892
RE: Master Wishlist Thread - 8/11/2010 9:48:46 PM   
Slyke57

 

Posts: 54
Joined: 7/26/2010
Status: offline


Not a request but rather a proposal to continue doing this wishlist in a more organizable way.

Wade1000 said to Silverine for his compilation wishlist thread
"Thanks. Nice work. That compilation takes time and effort.

It'd be nice if many people in the Master Wish List would edit their post to add new wishes instead of making yet another post in their name."

I think maybe we should all start doing this instead, it would greatly reduce the time for Silverine to add to his awesome new list and for Matrix Game Staff to be able to view our requests making their lives MUCH easier.
Plus it will help us accidentally repeating stuff.

_____________________________

My random mods xD
http://www.matrixgames.com/forums/tm.asp?m=2532427&mpage=1&key=�
"Your architect is my playground."

(in reply to Erik Rutins)
Post #: 893
RE: Master Wishlist Thread - 8/11/2010 10:35:33 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
quote:

It'd be nice if many people in the Master Wish List would edit their post to add new wishes instead of making yet another post in their name."

This will make it impossible to track new features though, because you wouldn't remember what is new and what is old.

_____________________________

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

(in reply to Slyke57)
Post #: 894
RE: Master Wishlist Thread - 8/12/2010 12:52:00 AM   
Slyke57

 

Posts: 54
Joined: 7/26/2010
Status: offline
Well if it's repeated they know that the players want it, atleast they don't have to flip through dozens of pages and constantly scroll.

_____________________________

My random mods xD
http://www.matrixgames.com/forums/tm.asp?m=2532427&mpage=1&key=�
"Your architect is my playground."

(in reply to taltamir)
Post #: 895
RE: Master Wishlist Thread - 8/12/2010 1:41:05 AM   
Baleur


Posts: 372
Joined: 1/18/2010
Status: offline
Or how about something like this:

1. idea blablabla

2. idea blabla super-bla

A new point for each new edit, save yer old ideas :)

(in reply to Slyke57)
Post #: 896
RE: Master Wishlist Thread - 8/12/2010 2:24:24 AM   
Shark7


Posts: 7855
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: taltamir

quote:

It'd be nice if many people in the Master Wish List would edit their post to add new wishes instead of making yet another post in their name."

This will make it impossible to track new features though, because you wouldn't remember what is new and what is old.


Actually I can't even remember everything I suggested.

Over at our harpoon site, we have each person with their own list, and you edit the main post with the quick version and an explanation below in a new post if needed. Then as you get your wishes granted, its very easy to just find your post and note it as done, either with a line through or color code. It helps, though the programmer has to look at everyone's list.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to taltamir)
Post #: 897
RE: Master Wishlist Thread - 8/12/2010 5:29:31 AM   
AminMaalouf

 

Posts: 176
Joined: 1/6/2007
Status: offline
I have one wish:

The zoom in/out function by the mouse needs further balancing. You invest a lot of time with scrolling and wheeling on large maps. I like it as it is in principe but a bit of fine balance and a simple direct double click on object (e.g. planets, ships, etc.) approach would be fine.

(in reply to 4xfan)
Post #: 898
RE: Master Wishlist Thread - 8/16/2010 1:55:13 AM   
nammafia

 

Posts: 102
Joined: 3/5/2010
Status: offline
I don't know if this idea has been suggested before.  If it is then I add my support.

Together with the ability to make your own ship design already in DW, crews should gain experience points in combat so it might last a little bit longer to escape, so it might fire on target more often, so it might not escape too early, etc.  This will make the ships players designed more personal as you design how to spend experience points to improve the crew.



(in reply to AminMaalouf)
Post #: 899
RE: Master Wishlist Thread - 8/16/2010 4:53:20 AM   
WriterNotViking

 

Posts: 45
Joined: 8/7/2010
Status: offline

quote:

ORIGINAL: Shark7

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


I agree with this. The changing conditions of naval warfare inspired many different types of warships over the years, and I'd really like to create a ship that's say, heavily armed and fast, but lightly protected, well armed and protected but slow, small and fast ships with little protection but long-ranged weapons, etc. This would easily be facilitated by having more ship classes to choose from.

What would also make the design process more intricate would be the addition of other kinds of weapons, or at least parallel development of different kinds of beam and torpedo weapons. Range, damage, and firing rate are attributes that can, and are, emphasized in different weapon systems, but they replace each other. How about the latest generation of torpedo weapons offering me a choice of long ranged heavy hitters that fire six rounds a minute, a less damaging version that fires more quickly, a close range rapid-fire type, etc. I think this would allow for more individual taste in ship design to be expressed, as well as having more control over the tactics of your space fleet through the kinds of ships you equip it with. As things stand right now, frigates are ultimately just enlarged escorts, rather than a unique class of warship.

I believe it has been mentioned that ship classes should have size restrictions. I agree with this, but this shouldn't be implemented as a simple ranking of large to small. I may want to create a heavy escort type, larger than the bottom end of the scale for frigates (using current ship classes). There should be an overlap, at least, again to allow the player maximum freedom in expressing their particular design philosophy... while removing the possibility of creating a frigate that dwarfs the greatest capital ships in the galaxy.

Distant Worlds has been a lot of fun so far, but seeing the creators so involved with the community as they work to improve the game even further is a new experience for me. I am grateful to all involved with the project, and hope DW will enjoy much commercial success.

(in reply to Shark7)
Post #: 900
Page:   <<   < prev  28 29 [30] 31 32   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> RE: Master Wishlist Thread Page: <<   < prev  28 29 [30] 31 32   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.219