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RE: Master Wishlist Thread

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RE: Master Wishlist Thread - 2/26/2018 12:51:36 PM   


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Joined: 2/26/2018
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Hi all,

I'm not a pro in DWU, but I've seen some impressive gameplay.

Many of the suggestions here try to improve the standart 4x gameplay - which is right and important. But I want to emphasize on an aspect of the game, that really lifts it to a plane of quality games like Stellaris could only dream of:

Real macro-economics! When I saw a let's play where the player invested a ton of money into upgrading starbases into the private sector and that in turn really boosted the economy of the whole state (due to increased tax income), I was in awe.

Please make sure your realistic resource gathering/trading and usage stay and are expanded on! The liveliness of the game comes from the fact, that the universe actually does business and the economy actually works!


PS: as a physicist I really love the moving planets (and stars?) in the game! Could be more realistic (elliptic trajectories), but way better than just static positions (like in every other game).

< Message edited by shiMusa -- 2/26/2018 12:53:03 PM >

(in reply to SaltiMilk)
Post #: 1921
RE: Master Wishlist Thread - 3/9/2018 6:36:58 PM   


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Joined: 3/9/2018
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Only recently started playing but would love to see some additional features(unless I am missing something)

- Hot Keys for everything!!! (This is probably biggest play issue with this game.)
- Return to Homeworld/capital/assigned world (why do I have to manually tell my ship to return to main worlds. Bottom)
- Pirate missions (ability to click on target and create mission for pirates/mercenaries to attack/destroy)
- Ability to select a resources and then "cycle" through known sources of the resource.
- Colony "side bar" button (like most other unit types, ability to click sidebar button and list all colony ships.
- Ability to modify/override selection panel buttons (bottom).
- On Construction yards screen a checkbox to automatically move Military ships to top of queue...
- Filter Planets - right now you can "ring" systems that have habital planets, what would be nice is say filter so habital desert planets?
- Ability to filter types of missions? Smuggling/Attack/etc.

< Message edited by syrkres -- 3/25/2018 2:08:06 PM >

(in reply to Erik Rutins)
Post #: 1922
RE: Master Wishlist Thread - 3/18/2018 10:25:01 PM   


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Joined: 11/3/2017
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What i would also love is more control over being able to control what sector you assign your fleets. Just like how in Hearts Of Iron 4 you can assign your numerous navy fleets to certain areas of the sea, it would be great if i could directly control which sectors I want a fleet to protect. And when I select a fleet, it would show me right away which sectors its assigned to by highlighting the sector on the map with a light color.

Also different scales of orbital bombardment. Light and precise orbital bombardment should be lengthy and only able to destroy some troops (maybe 5-25% of troops depending on fortification levels), and only kill a very small amount of the population. Just to soften a planet up before invasion. Only causing a very limited reputation hit. While full bombardment should be the same as how is now capable of destroying everything on the planet.

< Message edited by SaltiMilk -- 3/18/2018 10:59:24 PM >

(in reply to syrkres)
Post #: 1923
RE: Master Wishlist Thread - 7/11/2018 2:00:44 PM   


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I love Distant Worlds and can't wait for the sequel. After playing some more recent 4x/grand strategy games, I have a few wishes for the sequel:

1. The living universe, with independent civilians and pirates and a sophisticated-enough economy to give them a reason to exist, is one of the two things that set Distant Worlds apart from its competition. I'm sure it will be a performance hog in 3d, but please don't compromise the living universe for the sake of graphics.

2. That being said, please do streamline/adjust the economy so that it works in a more transparent way. It can be really hard to understand in Distant Worlds where income, expenses, and bonus income come from and why they shoot up or drop off abruptly. For example, maybe more parts of the economy could be based on yearly fees (that could still be disrupted by the destruction of mining stations or civilian ships) rather than one-off payments?

3. The second thing that sets Distant Worlds apart from the competition is the freedom of travel, restricted only by fuel - your ships can travel as far as their fuel tanks allow in any direction. While I'm not averse to having additional FTL types, please don't go hyperlane/space lane only like Sins of a Solar Empire, Endless Space, and now after its most recent update Stellaris. I get that some people like to have chokepoints in space, but I hate it, and there are plenty of games for those who like it already.

4. Mod support in Distant Worlds was OK, but it would be amazing to have mod support on the level of Stellars- being able to use scripts; create custom events, event chains, and missions; create custom systems in detail; add custom 3d models for ships; modify not only sounds and visuals but the conditions under which sounds and visuals occur, and have multiple possible sounds for the same condition, etc.

5. The long-term missions of newer Total War games and Endless Space 2, and the random events of Stellaris, add a good amount of motivation to keep playing that could be lacking in longer matches of Distant Worlds.

(in reply to SaltiMilk)
Post #: 1924
RE: Master Wishlist Thread - 8/9/2018 1:00:43 AM   
FarAway Sooner


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Just keeping an old thread on life support, but since there haven't been additional communications, I assume that this project is still on the back-burner. My requests are pretty straight-forward:

1) Make the AI smarter. Especially in fleet combat. PLEASE!!!! If this isn't improved, I'll really struggle with justifying whether to buy the new game. (No more having my prize flag ship battle cruiser charge within range of 3 Orbital Weapons Platforms because the Frigate he's pursuing went that way!)

2) Reduce the number of strategic elements in the game 33%--and then reduce the abundance of resources accordingly, particularly of rich deposits of multiple resources on a single planet. I LOVE the way the current resource system works, and the sense of scarcity feels about right, but the micromanagement involved with the current number of strategic resources detracts from the game play.

3) I don't need fully scripted storylines for every faction, the way Amplitude has done it with Endless Space 2 and Endless Legends, but having some more multi-chapter stories and events that might pop up randomly would be awesome. All part of the immersion!

(in reply to classicblend)
Post #: 1925
RE: Master Wishlist Thread - 8/11/2018 4:47:14 AM   


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Joined: 2/11/2014
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1. Mutliplayer, period, just do it.
2. Multiplayer. Stellaris is just a ****ty Distant Worlds and It makes us want to play Distant Worlds in multiplayer.
3. I always thought it would be nice if you couldn't really explore the world. In a sense that, yeah you might fully explore your own solar system, or the dozen nearby you, but instead the galaxy is so big, you couldn't send vessels out to explore every single planet and know every single secret about it with one probe, and eventually explore the entire galaxy. My idea is based off of Star Trek, that they are still exploring the galaxy 200 or 400 years into space travel.

(in reply to Erik Rutins)
Post #: 1926
RE: Master Wishlist Thread - 10/20/2018 1:32:11 PM   


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Joined: 8/23/2015
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The ability to set up stockpiles of fuel in remote places would be useful.
This could be achieved by creating a new component that works the opposite way round to the Commerce Centre.

Fuel Logistics Facility
Type: Component
Size: 150
Research: High Tech - Commerce
Requirement: Design class must be either Resupply Ship, Starbase, or Starport.
Function: Creates demand missions for empire frieghters to transport fuel gasses to this entity.

The large size is to force Ships/Stations using this to specialise until construction tech allows larger builds.
Subsequent upgrades could engage more frieghters simultaneously and/or from a wider area.
If both are present, Logistics overrides Commerce Centre for Hydrogen and Caslon, but ignores everything else.

(in reply to minijag)
Post #: 1927
RE: Master Wishlist Thread - 12/9/2018 10:08:59 PM   


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Joined: 12/7/2018
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are suggestions from this thread used for active development of Distant worlds 2?

(in reply to Serenitis)
Post #: 1928
RE: Master Wishlist Thread - 1/18/2019 10:13:50 PM   
Hattori Hanzo

Posts: 638
Joined: 3/21/2011
From: Okinawa
Status: offline


ORIGINAL: zebanovich

are suggestions from this thread used for active development of Distant worlds 2?

who knows.. ???

(in reply to zebanovich)
Post #: 1929
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