RE: POLL - What 8 things would you like to see next in Distant Worlds? (Full Version)

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Chet Guiles -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/3/2011 10:07:48 PM)

Please, Please, Please, consider allowing us to CHOOSE which components to install on new ship designs so that when we do a mass upgrade to install a really cool new tech the AI doesn't undo half of what we have done in selecting our favorites. A sinple on/off switch for each available component would work, just like we can manually determine which ship designs are considered "obsolete". If we switch off ALL of a component type the AI could warn us "You MUST have at least one engine type" etc...

I hate to develop an improved shield system then have the AI remove them when I develop and install, for example, install Titan Beams across the board, and reinstall all the old crappy shields. Duh!

I guess I could do updates on every unit separately one at a time, but it would be nice to have that simple choice available.

A great game and this would makie it greater!




cookie monster -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/3/2011 10:11:23 PM)


quote:

ORIGINAL: Chet Guiles

Please, Please, Please, consider allowing us to CHOOSE which components to install on new ship designs so that when we do a mass upgrade to install a really cool new tech the AI doesn't undo half of what we have done in selecting our favorites. A sinple on/off switch for each available component would work, just like we can manually determine which ship designs are considered "obsolete". If we switch off ALL of a component type the AI could warn us "You MUST have at least one engine type" etc...

I hate to develop an improved shield system then have the AI remove them when I develop and install, for example, install Titan Beams across the board, and reinstall all the old crappy shields. Duh!

I guess I could do updates on every unit separately one at a time, but it would be nice to have that simple choice available.

A great game and this would makie it greater!


I raised this very issue here http://www.matrixgames.com/forums/tm.asp?m=2794101 in the tech support forum.

It was a pain on an empire wide upgrade session.

You may want to copy and paste your similiar complaint there.





Igard -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/4/2011 12:15:23 AM)


quote:

ORIGINAL: Chet Guiles

Please, Please, Please, consider allowing us to CHOOSE which components to install on new ship designs so that when we do a mass upgrade to install a really cool new tech the AI doesn't undo half of what we have done in selecting our favorites. A sinple on/off switch for each available component would work, just like we can manually determine which ship designs are considered "obsolete". If we switch off ALL of a component type the AI could warn us "You MUST have at least one engine type" etc...

I hate to develop an improved shield system then have the AI remove them when I develop and install, for example, install Titan Beams across the board, and reinstall all the old crappy shields. Duh!

I guess I could do updates on every unit separately one at a time, but it would be nice to have that simple choice available.

A great game and this would makie it greater!



Yes, I find this to be a bit of a problem too.

Perhaps if we had a ship design section in the empire policy screen, we could go through it and select what type to use. A combo box with each component we've researched. Or even the option to never use this type of tech. For example, I hate area effect weapons. I could set the policy to never use area effect weapons on any of my designs, just like I can set the policy to never build robotic troop facilities.

The advantage of using a policy screen combo box is that we could hopefully, eventually set design policies for each race via modding, but still have the ability to change the policy for the race we're playing.




Data -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/4/2011 6:07:02 AM)

great idea
+1




Igard -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/12/2011 3:13:59 AM)

Just another update. Quite interesting tie for second place.

Good to see conquer/colonization options up there too.

And a massive 17 votes for space creature farms. Surely reason enough to make 'em happen for the next expansion?

[image]local://upfiles/34469/39F50FD9B4F241BCA6E89F0E018CB5F4.jpg[/image]




Data -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/12/2011 9:45:21 AM)

All of the sudden 17 votes for space creature farms? The votes are farmed for sure [:)]




gmot -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/12/2011 7:36:31 PM)

Surprised the ground combat & conquer/colonize options aren't more popular. Or perhaps that's just my pet peeve...




Igard -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/12/2011 7:44:03 PM)

Conquer/colonize is one of mine as well, gmot. It's doing quite well anyway when you consider it's joint 8th and there are only 8 votes available, which means almost everyone wants it.

Ground combat is something I think just needs some work. It's not huge for me and I'm not sure if it needs a mini game. First things first, make sure we can't invade until all space ports have been destroyed IMO.




Data -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/12/2011 9:06:19 PM)

quote:

First things first, make sure we can't invade until all space ports have been destroyed IMO.


right beside you on this one




2guncohen -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/12/2011 9:21:05 PM)

voted [sm=00000622.gif]




martok -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/12/2011 11:23:55 PM)


quote:

ORIGINAL: Data

quote:

First things first, make sure we can't invade until all space ports have been destroyed IMO.


right beside you on this one

+2

IMHO, ground invasions shouldn't be able to occur until all planetary defenses are disabled/destroyed.








cookie monster -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/13/2011 1:00:44 AM)


quote:

ORIGINAL: martok


quote:

ORIGINAL: Data

quote:

First things first, make sure we can't invade until all space ports have been destroyed IMO.


right beside you on this one

+2

IMHO, ground invasions shouldn't be able to occur until all planetary defenses are disabled/destroyed.



I agree in principal.

But what mechanism/feature would mean you can't invade?

Super shielded transports can land troops anywhere.

Perhaps planets should have Ion Cannon's which would destroy a transport at point blank range.

You can't really give the Ion Cannon function to a space port.

Maybe a LSP's ground attack function should be better so they can vapourize invading troops better than present.




Igard -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/13/2011 3:32:58 AM)

Good points there, CM.

I like the idea of some kind of anti-invasion component. Perhaps taking the form of a ground attack, or a satellite defence network controlled from the spaceport. Why it's not controlled from the ground? Well, I suppose we can just assume it's better controlled from orbit.




Data -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/13/2011 8:02:26 AM)

We can find a middle ground, troops are allowed to trasnport down but incurr heavy loses if the orbital defences are not eliminated first; so not only a defense bonus but some fighters to bombard the invading troops and such. That way, if you really want it, you can do this as well and assume the risks.




Shark7 -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/13/2011 4:54:25 PM)


quote:

ORIGINAL: cookie monster


quote:

ORIGINAL: martok


quote:

ORIGINAL: Data

quote:

First things first, make sure we can't invade until all space ports have been destroyed IMO.


right beside you on this one

+2

IMHO, ground invasions shouldn't be able to occur until all planetary defenses are disabled/destroyed.



I agree in principal.

But what mechanism/feature would mean you can't invade?

Super shielded transports can land troops anywhere.

Perhaps planets should have Ion Cannon's which would destroy a transport at point blank range.

You can't really give the Ion Cannon function to a space port.

Maybe a LSP's ground attack function should be better so they can vapourize invading troops better than present.



Ion cannon disables the ships electronics, loses helm control, falls into a decaying orbit...burns up upon entering the planets gravity. I could buy that.




tjhkkr -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/13/2011 11:17:40 PM)

That is the one thing I wish this had... a ground based fighter installation. Most planets would have that kind of minimal protection, especially with fighters about.

NOW HERE IS AN ADD ON: have pirates sack your planet for money... every time they do, the subtract money from your bank account, so that makes them more of a menace than JUST shooting up your installations.




Andrew Brown -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/14/2011 12:16:45 AM)


quote:

ORIGINAL: Data

We can find a middle ground, troops are allowed to trasnport down but incurr heavy loses if the orbital defences are not eliminated first; so not only a defense bonus but some fighters to bombard the invading troops and such. That way, if you really want it, you can do this as well and assume the risks.


I agree with this approach. It is better than an arbitrary ban.




cookie monster -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/14/2011 12:51:59 AM)


quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: Data

We can find a middle ground, troops are allowed to transport down but incurr heavy loses if the orbital defences are not eliminated first; so not only a defense bonus but some fighters to bombard the invading troops and such. That way, if you really want it, you can do this as well and assume the risks.


I agree with this approach. It is better than an arbitrary ban.


Ref Orbital Defences

It's already in game. It's mentioned in the patch notes. Perhaps the damage to troops they can do should be made higher.




Data -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/14/2011 8:25:38 AM)


quote:

ORIGINAL: tjhkkr

That is the one thing I wish this had... a ground based fighter installation. Most planets would have that kind of minimal protection, especially with fighters about.

NOW HERE IS AN ADD ON: have pirates sack your planet for money... every time they do, the subtract money from your bank account, so that makes them more of a menace than JUST shooting up your installations.


Both these ideas remind me of MOO2; need I say more? I totally want them as well.




Erik Rutins -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/21/2011 3:15:06 AM)

Thanks again for this poll, it was part of the design discussion for the next expansion.

Regards,

- Erik




ehsumrell1 -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/21/2011 3:43:03 AM)

Thanks for the info Erik. [:)]

Way to go Igard! [&o]




Data -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/21/2011 7:01:55 AM)

Here, here, Igard FTW.




Sithuk -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/21/2011 11:41:22 AM)

Erik: please note that this poll was the second of two. The most popular option was removed (AI). Modding was also removed as an option.

From the OP:

quote:


Omissions from the first poll :-

AI Improvements - This was by far the most popular choice among players in the first poll. It's been removed from this one as it's now a given that we all want to see the AI keep up with any new features and mechanics.

UI Improvements - This is a generic answer that allowed for too much ambiguity. We can assume that UI improvements will occur regularly as they have done in previous patches. Some of the new answers on this poll are related to specific changes/additions in user interface.

Mod support - This has been removed as it's unkown what form it will take. Again it's a general answer and thus, slightly ambiguous. I will do a poll in the future for specific mod support items.


Oh and a well earned thanks to Igard.




J HG T -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/21/2011 1:01:48 PM)


quote:

ORIGINAL: Erik Rutins

Thanks again for this poll, it was part of the design discussion for the next expansion.

Regards,

- Erik


Yeah! Though I've only been lurking here nowadays, that is a great thing to hear.
Well done Igard!
BTW. As others have said, enhanching the AI should be quite high on the priority list.

Probably should get back playing DW once again. Have had other games to play and chores to do.




Igard -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/21/2011 2:27:22 PM)

It was my pleasure, Erik. Had lots of fun doing this and it's very interesting to gather the results and get new ideas for the next poll.

As has been pointed out, AI is paramount and was the number 1 vote for the last poll. It kind of goes hand in hand with any game improvement, but we also know that you're working on AI at all times anyway, so it was deemed unecessary for this poll.




tjhkkr -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/25/2011 4:54:34 AM)

You da man, Igard! [8D]




Pipewrench -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/29/2011 12:59:17 AM)

quote:

ORIGINAL: Igard


quote:

ORIGINAL: Chet Guiles

Please, Please, Please, consider allowing us to CHOOSE which components to install on new ship designs so that when we do a mass upgrade to install a really cool new tech the AI doesn't undo half of what we have done in selecting our favorites. A sinple on/off switch for each available component would work, just like we can manually determine which ship designs are considered "obsolete". If we switch off ALL of a component type the AI could warn us "You MUST have at least one engine type" etc...

I hate to develop an improved shield system then have the AI remove them when I develop and install, for example, install Titan Beams across the board, and reinstall all the old crappy shields. Duh!

I guess I could do updates on every unit separately one at a time, but it would be nice to have that simple choice available.

A great game and this would makie it greater!



Yes, I find this to be a bit of a problem too.

Perhaps if we had a ship design section in the empire policy screen, we could go through it and select what type to use. A combo box with each component we've researched. Or even the option to never use this type of tech. For example, I hate area effect weapons. I could set the policy to never use area effect weapons on any of my designs, just like I can set the policy to never build robotic troop facilities.

The advantage of using a policy screen combo box is that we could hopefully, eventually set design policies for each race via modding, but still have the ability to change the policy for the race we're playing.




+1
a simple lock button on each component for the design would solve the upgrade guessing the AI does.


for me:

mystery on research as you should not know the whole tree and the time-frame unless you are very close to a break thru.

spies that can be sent back as double agents. Imagine the jaw-drop when your cruiser blows up for no reason or even worse a virus turns your fleet around on itself.

tighter diplomacy where you should not be able to trade with empires that are on good terms with someone you are at war with. It would also be fitting that a definite. cooling of relations would happen when it is found out that you are using their tech

more cloak and dagger when it comes to forces defending planets. you should not know the exact ground forces on a planet unless you have invested in intelligence.

add breakdowns into components. rushed techs or a substandard manufacturing or repair tech could cause problems. ie WW2 USA torpedo's.

speaking of which,


force specialization of ships


small ships can cloak and provide recon, mine laying and espionage. Cloaking should be limited by size

small-mid size hunt the small ships and recon ahead giving early warning.

mid-size for bombardment and anti-fighter/bomber defense.

large for heavy bombardment

very large for bomber and fighter platforms.



it sounds like the navy and as far as i am concerned it would evolve that way.

just some thoughts.

the game as it is now is great and my cash is ready to support the development

...now back to walking the bull, by the tail, thru the china-shop. Everything is on hard with dead slow research and a very harsh homeworld. Sweat!! :-)







Data -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (5/29/2011 6:37:21 AM)

quote:

force specialization of ships


+1
I agree with all of it but this sums it up nicely




Wade1000 -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (6/1/2011 6:58:10 PM)

Terraforming, Ringworlds, sphereworlds(Dyson spheres) would be great but the current technology tree suggests only incremental advances as if like a WW2 game. Of course, another expansion could change every thing.

Also, please, Orbital Rings(like in The Culture novels and others), Orbital Spheres, and ships as population centers like in The Culture. Ships and Orbital Rings are their greatest percentages of population centers. Planets are like back country villages, research stations, and nature preserves.

See my signature below. Lol.




Data -> RE: POLL - What 8 things would you like to see next in Distant Worlds? (6/1/2011 7:32:14 PM)

Aye, that's some signature....may we see Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds in whatever measure.
Long live the ideas of Dyson and Niven.




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