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Assemble on Lead Ship - 5/16/2010 12:47:53 PM   
siRkid


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From: Orland FL
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I want to see an option "Assemble on Lead Ship" for ships in a fleet. Often I join a new ship to a fleet and it is nowhere near the fleet and I have to manually move it there. This order should only be completed and removed once the ship is in the same system as the lead ship. It should override all other fleet orders.

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Post #: 631
RE: Assemble on Lead Ship - 5/16/2010 1:24:26 PM   
shanicus

 

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Yeah, I second this idea!

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Post #: 632
RE: Master Wishlist Thread - 5/16/2010 4:10:54 PM   
taltamir

 

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quote:

ORIGINAL: Yarasala

quote:

ORIGINAL: taltamir

quote:

- right click on ship -> select "move to" -> show a list of all my colonies to select one as target

On a tiny galaxy (250 stars) I recently played there was a grand total of 734 colonizable planets. (which means, I ended the game owning 734 colonies)...
And thats on tiny... on larger galaxies you have much more... thousands of colonies is not unheard of.
Large lists are unbroseable able and cause the game to grind to a screeching halt whenever they are opened (lag). so this is a very very bad idea. It will make the game neigh unplayable.


Then make it an autocompleting combobox where you have to type at least two letters and the list generated will consist of all system names beginning with that letter.

The problem I face quite often: how can I send a couple of ships scattered throughout my empire to one common location (e. g. the colony next to the enemy I want to attack or the colony attacked by an enemy fleet) without having to find every ship, select it, look up the colony in the F5 map or main view, zoom in sufficiently to get the "move to planet" cursor and right click ...


Good idea about an auto-completing search function. I like it and it will certainly help...
If I am looking for a colony of my own, I open my colony list, sort by name, then scroll to the letter it starts with and searches for it. (this is too much work, search would be better)

If I am looking for a specific system or planet another empire owns I have found out no possible way to locate it.

< Message edited by taltamir -- 5/16/2010 4:12:01 PM >


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Post #: 633
RE: Master Wishlist Thread - 5/16/2010 9:36:27 PM   
Deldk

 

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My wishlist.

1. Ability to search for a system. This wish i had because in 1 of the galaxy stories a system was mentioned where a secret project was being built nearby. And trying to find that system, if it even existed in the game, which was 1400 system, would have been tiresome.

2. ability to set, remove notes. which combined with the message system, to look through the notes and quickly go there. ex. if you find an interesting planet, or a system has a space monster, and you dont have the ability to colonise or ships avalible to attack. This would make it easier to find, instead of scrooling through all the other messages.
This could f.ex. be added to right click where you would in addition to idle ships also get the notes option.

3. a guard ability. or named something else. A command to give to a ship so you can place it in deepspace and not have it listed as idle.

4 . Fleet Flight Formation. a setting in the fleet screen, 1 for each fleet. that forces the ships to fly in formation, so that fleets only warp out of systems when all ships are ready and assembled. f. ex. selected individually you could order the ship spread out across a sector, but when selecting the fleet and moving it. would force all ships to converge on the leader, before moving to the destination or doing the selected order.

some of them have probally already been suggested, but that is my wishlist.

(in reply to 4xfan)
Post #: 634
RE: Master Wishlist Thread - 5/17/2010 12:05:46 PM   
hidden_asbestos

 

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Hi, I have a small request. In the Ships window can you make the filter at the top stay on the last one you chose.  I tend to switch to filter by military ships, select one and do something outside of the window with it - and then bring the window up to operate on the next ship.  This adds an extra step to that workflow, so preserving the filter setting would be helpful.

Also, if you select multiple ships in that list it doesn't seem to work to select them in-game when you press the 'select ship' button -- I'd like it so all ships I had chosen from the list were selected by this action.

(in reply to Deldk)
Post #: 635
RE: Master Wishlist Thread - 5/17/2010 3:04:15 PM   
Astax

 

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Rightclicking on an info card should bring up same menu as right clicking on the object in game. It is far easier sometime to get a hold of something there. And having to follow it up with zooming to the object to issue orders and then zooming back to where ever you were is a pain.

Better designing AI would be good. If we can tell the designer to PRIORITIZE certain things: Like prioratize shields and long range weapons on Destroyer designs. Prioritize commerce on spaceports, omit research labs.  This would cut a lot of micro designing out.

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Post #: 636
RE: Master Wishlist Thread - 5/18/2010 2:12:13 AM   
CSSS

 

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[TURN BASED option

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Post #: 637
RE: Master Wishlist Thread - 5/18/2010 4:33:54 AM   
taltamir

 

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quote:

ORIGINAL: CSS

[TURN BASED option


how would you go about making an RTS into a TBS? I mean, I have no idea how one would even begin converting distant worlds into a TBS without simply making a whole new game.

_____________________________

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Post #: 638
RE: Master Wishlist Thread - 5/18/2010 5:17:35 AM   
ceyan

 

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quote:

ORIGINAL: taltamir

quote:

ORIGINAL: CSS

[TURN BASED option


how would you go about making an RTS into a TBS? I mean, I have no idea how one would even begin converting distant worlds into a TBS without simply making a whole new game.


I'd guess you could probably go with a WEGO style system. Give orders, end turn, game plays out a set period of time, then the turn ends and you put in some more orders. Would be a hellish system for a game at this scale though.

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Post #: 639
RE: Master Wishlist Thread - 5/18/2010 5:27:34 AM   
taltamir

 

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quote:

ORIGINAL: ceyan

quote:

ORIGINAL: taltamir

quote:

ORIGINAL: CSS

[TURN BASED option


how would you go about making an RTS into a TBS? I mean, I have no idea how one would even begin converting distant worlds into a TBS without simply making a whole new game.


I'd guess you could probably go with a WEGO style system. Give orders, end turn, game plays out a set period of time, then the turn ends and you put in some more orders. Would be a hellish system for a game at this scale though.


but that is just an RTS with pause. I have played RTS with pause before, they work nothing like a TBS. And distant worlds already has that...
heck, with the amount of auto pausing diplomatic messages you get... :P

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Post #: 640
RE: Assemble on Lead Ship - 5/18/2010 8:09:59 PM   
Yarasala

 

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Some more:

- Show the destination of a selected ship or fleet in the main view as an arrow that connects the current location and the destination.

- Slow down hyperspace travel or increase fuel consumption (or provide a slider for those two). In my eyes the galaxy feels too small from mid game on despite having 1000 systems, because it's no real problem to fly to the other side of the galaxy in a comparatively time.

- Let the AI not choose targets half a galaxy away. In my last game it happened quite often that the AI proposed such targets although there were enough other targets in much shorter distance.

- More special objects (in the sense of variation, not number; but I admit that I may not have seen everything since I played only two games so far). Decrease number of derelict ship fields and let explorers stumble about things like abandoned research stations, hostile robot space stations, alien fleets of another galaxy with varying intentions, secret spy stations of a long gone empire, a planet without sun in deep space, a damaged freight ship without crew, but valuable goods, etc. I would like the possibility to discover a lot of different things, some with very small probabilities so that they are not in every game.

(in reply to siRkid)
Post #: 641
RE: Assemble on Lead Ship - 5/18/2010 8:42:48 PM   
Bartje

 

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It does need to sort targets smartly; that would increase its war performance.

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Post #: 642
RE: Assemble on Lead Ship - 5/18/2010 9:46:56 PM   
Kruos


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A Hall of Fame!

Because it is totally useless, it is why we love it!

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RE: Assemble on Lead Ship - 5/19/2010 12:36:31 AM   
AMF

 

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this seems like something that I suspect was already requested, but for the design components list table (the table that shows the components on a ship design), can we please have the option to compress multiple similar items? For example, instead of showing "concussion beam" four times, can it please show "Concussion beam x4" or something like that?

Tks,

AMF

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RE: Assemble on Lead Ship - 5/19/2010 12:40:22 AM   
taltamir

 

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quote:

ORIGINAL: AMF

this seems like something that I suspect was already requested, but for the design components list table (the table that shows the components on a ship design), can we please have the option to compress multiple similar items? For example, instead of showing "concussion beam" four times, can it please show "Concussion beam x4" or something like that?

Tks,

AMF


Yea, I requested that several times, its still one of my top priorities.
This will really REALLY help.

_____________________________

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

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Post #: 645
RE: Master Wishlist Thread - 5/19/2010 5:27:43 AM   
alyandon

 

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I'd really like to see you guys go through and enable key accelerators on all your modal dialog boxes. Having to use my mouse to clear a flurry of "declare war, break treaty, build this, send agent, etc" dialogs instead of being able to simply hit alt+Y/N is a real pain.

Also, if you could enable searching on all dropdown lists (for instance, the resource dropdown list in the expansion planner) that would allow me to find what I'm looking for much more quickly by pressing the first letter of its name a few times rather then having to scroll through that huge list.

If you guys do that and keep up the good work on squashing the System.NullPointerException bugs that seem to crop up late game I'll be a very happy person. :)

(in reply to Erik Rutins)
Post #: 646
RE: Master Wishlist Thread - 5/19/2010 8:00:31 AM   
Bartje

 

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Reference Topic: http://www.matrixgames.com/forums/tm.asp?m=2471761


DW may not be just about war and conquest but it's certainly a major part of the game.

I'd love to see the AI more strategic in this sense or perhaps it's global strategic context to be more visible to player.

With this in mind my newest proposal for a DW enhancement is:



Galactic Strategical Warfare Awareness & Visibility


Overview:

Strategic warfare is commonly perceived as being a relatively new (WW1 or Napoleonic Era) concept but it actually as old as war itself.

Being at war and aiming to win demand strategy.

Good strategy demands taking care to know your own Strengths and Weaknesses as well as those of your enemy.

I'd like to see this mirrored in Distant Worlds.


Luckily most if not all of the variables are already present in the game, such as fleet strength, comparisons etc..




Different Strategies & Situations:


- Decisive Battle: Our fleet is stronger; we should seek to end this conflict quickly and smash our enemies space navy in one stroke. This strategy would mean an Empire would actively try to force a confrontation. Options here are attacking very valueable assets that the enemy cannot afford to lose. Assets such as his homeworld or most important colonies / resources. (Pearl Harbor anyone? ) This strategy seeks pitched battles. This strategy seeks a quick and decisive and to the war. Reconaissance is important in order to determine when & where to engange in battle meaning that our intelligence service as well as pirates could prove invaluable for information gathering purposes. (Imagine Japan vs USA; The enemy knows he doesn't have the industry to maintain a protracted war)


- Battle of Attrition: A direct confrontation is undesirable (outcome unpredictable) and we should there for strive to slowly incapacitate our enemy by picking off valuable lightly protected assets in hit and run attacks (traders / freighters optional but not the main target). This strategy avoids pitched battles. This strategy seeks to increase our industrial strenghts relative to our enemy while also reducing his naval forces if possible. Spies & pirates & efforts to involve other empires may prove prudent. (Think about German submarines seeking to starve Great Britain @ WW1 & 2)


- Space Fortresses: A pitched battle on unfavorable terrain is undesirable but we can exhaust the enemy by building up our defenses and withstanding his onslaught untill the scales are tipped in our favor. We should seek to heavily fortify our worlds and face the enemy there so that the odds are in our favor; backed by a strong space station. This strategy seeks pitched battles in favorable defensive terrain and seeks to avoid them otherwise. Hit and run attacks are possible though; if the enemy lets down his guard we take a jab! This strategy seeks to undermine an enemies industrial superiority & naval numbers.


- Trade Lane War: Pitched battles are unpredictable and a defensive war is costly and unnessicary, instead we shall target the enemy's trade ships and prevent him from supplying his ships & colonies. This strategy seeks to incapacitate an adversaries economy by destroying his private sector. Pitched battles are avoided in favor of raids on commerce & unguarded installations. Freighters & traders are the main targets here. This strategy seeks to undermine an enemes industrial superiority. Spies as well as diplomacy and pirates can be used to disrupt trade routes as well. (Think about german submarines trying to cripple allied supplies to Great Britain! @ WW2)


- Industrial Strength: Our Empire has a strong industrial basis and can replace any naval vessels we lose rapidly. We should there for strive to inflict heavy losses to the enemy taking moderate risks with our forces. Pitched battles are acceptable. Our industry needs to be protected however. Freighters / Traders are an important part of our private sector and must be escorted / convoyed. Outlying resource stations & colonies will need proper defenses as well as a presence from our fleet. This strategy seeks to use and protect industrial superiority. Spies could also be used to weaken an enemies industry & steal inventions. (Industrial Superiorty such as the UK & US in WW2)


UPDATE: ADDITIONAL DOCTRINES & added spy & pirates options to strategy.


- Force Projection: Our ability to project force as opposed to our static and local defenses will determine the course of the war. Our outlying worlds are not an immediate priority nor is our private sector particularly vulnerable. Our strategy to deal with enemies shall therefore focus on highly mobile ranged naval task forces that allow our empire to project force in distant parts of the galaxy. Our fleets with thus primarily use stealth & speed as well as long range warfare in an effort to infiltrate an enemy empire and wreak havoc across their home territories & trade lanes. Reconaissance is important in order to determine when & where to engange in battle meaning that our intelligence service as well as pirates could prove invaluable for information gathering purposes. (Carriers & missiles prefered!)


- Deception & Sabotage: Our ability to deal with an adversary directly is questionable but using our stealth & guile we can tip the odds of any engagement in our favor by luring enemies away and striking where they are weak. Our strategy will primarily be the use of stealth & surprise attacks coupled with quick retreats to prevent a costly pitched battle. Spies will actively be used in an effort to destabilize the enemy's war effort. (Cloaking & Sabotage & Hit and Run)



Strategic Visibility:

Having these tactics is one thing but they also need to visible and mallable in the game in order to provide a sense of immersion as well as strategic gameplay.

Spies for example might be able to ascertain the enemies strategic plans which would allow you / Empire AI to formulate a counter strategy accordingly.

If the Idea of PAC's is implemented one day it would also be possible for the Admiralty to suggest targets based on the empire's global strategy.

Political Action Comittee: http://www.matrixgames.com/forums/tm.asp?m=2464725



In Conclusion:

I think it would be neat to implement visible strategic warfare!

Let the player and AI formulate / choose a global strategy and plan attacks / defenses accordingly.

Does the AI already do this?

What is your opinion? Any ideas for more strategies?



Convoy's would be awesome!!




< Message edited by Bartje -- 5/21/2010 3:08:58 PM >

(in reply to alyandon)
Post #: 647
RE: Master Wishlist Thread - 5/20/2010 6:56:13 PM   
Xkill

 

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Something that can be put in the game:

1:New "Game Modes" like "Trader, Smuggler, Miner, Etc...

2:Make a option on the game like this: "(Confirmation Square) Play with the Private sector"

3:Put all the features back in the Game Editor.

4:Fix a little more bugs.

This would be awesome imagine controling Freighters, Mining Ships, Mining Stations, Etc...

quote:

Convoy's would be awesome!!


Awesome idea Seconded!!!

_____________________________

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One of Murphy Laws.

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Post #: 648
RE: Master Wishlist Thread - 5/21/2010 3:05:03 AM   
TypoNinja

 

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Some means of guiding AI behavior even when running automated, things like the "don't allow colonization in other empires systems" is a good start but more features to fine tune behaviors while still leaving it automated would be nice. Things like;

Troop recruiting (and disbanding) when left on automated the AI tends to badly over recruit, and doesn't disband once it becomes clear those troops aren't needed. A min/MAx value in this case would be a wonderful feature telling the AI to never have less than X troops, and never recruit more than Y troops. More intelligent behavior as well, I do not need as many troops on a planet that has a LSP over it for example, but more troops on a planet with no orbital defenses would be more appropriate. At the same token core worlds far from the enemies reach do not need the kind of standing troop strength that a new colony on the front lines will, both their astrographic isolation from combat and their larger base population serve to make them less in need. Simiarly a "war time" toggle would be great, letting us keep low standing troops, but leaving orders so that if war broke out every colony would recruit B number of troops right away, and attempt to recruit back up to C value if that strength was lowered (be in Troop transport pickup or invasion.

Fleet balance, my empire tends to over produce troop transports, and light units while neglecting heavier units.

Fleet Tactics (though somebody else already brought this up) Being able to set behaviors like, commerce raiding vs direct military action would be nice. If a war breaks out I want every ship I own to hit every undefended station and base we know about right away. S&D missions on enemy transports, that kind of thing. Or all out combat seek out any combat assets they have and blow them to bits (but not invade). Also being able to specify RoE would be nice. My military ships have this nasty habit of taking pot shots at people who we have poor diplomatic relations with but aren't actually at war with. It makes it unreasonably difficult to attempt to repair that relationship. Standing orders not to enter other empire's system, so I'm not shuffling some idiot escort out of random systems every two minutes. That kind of thing.

More aggressive exploitation of natural bonuses. One of my construction ships will wander over to a black hole or super nova and build one base. I have to turn him around my self and tell him to build 6 more.

Also more intelligent exploitation, my construction ships absolutely love to build mining stations over top of worlds I have the capacity to colonize. Or they will do something like repair one cruiser out of a field, then wander off to do something else instead of remaining until the entire field has been claimed for my empire.

Finally, the game creation sliders, can we get options for NO pirates and NO space creatures?

(in reply to Xkill)
Post #: 649
RE: Master Wishlist Thread - 5/21/2010 7:45:16 AM   
taltamir

 

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1. space ports should assist in building themselves / upgrading themselves once the facilities are available and online.
example, if I build a small space port in a planet, then queue 10 colony ships in it, then set the spaceport to retrofit from small to large. The spaceport sits at "retrofitting" but doesn't actually build anything, it is on the planet's build queue, where it is last and will not be worked on until everything else is finished

2. also, idle colony ships should just go to the nearest colonizable planet (That is allowed, aka, follow the "don't colonize in other empire territory" rule)... they just sit there until you assign them.

3. an option to retire ships from the F7 menu

4. show which level spaceport each colony has in the F4 screen, with level 0 being no spaceport, level 1 being a small, level 2 being medium, and level 3 being large.
4a. Allow the player to set a target, which would be maintained. (meaning, automatically downgrade / upgrade... if destroyed, rebuild...)
4b. have a countdown before rebuilding... to prevent a loop that drains all your money on build attempts that get insta-destroyed due to one reason or another.
4c. have a delay where it does not start building at all while there are hostiles within firing range of where it would be built.

5. the ability to select a design from the F11 menu, and order all ships of that design to be retired at nearest spaceport.
5a. the ability to order all ships of that design to be retrofitted to another design from the same menu

< Message edited by taltamir -- 5/21/2010 8:04:46 AM >


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RE: Master Wishlist Thread - 5/21/2010 10:14:49 AM   
Fishman

 

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quote:

ORIGINAL: taltamir

2. also, idle colony ships should just go to the nearest colonizable planet (That is allowed, aka, follow the "don't colonize in other empire territory" rule)... they just sit there until you assign them.
Only if they're automated! I keep colony ships on standby just in case I find a good planet, I don't want them running off colonizing some random crap planet, leaving me with no one to colonize Korabbia.

(in reply to taltamir)
Post #: 651
RE: Master Wishlist Thread - 5/21/2010 3:48:12 PM   
Mowen

 

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About modding for translating the game to another language:

It will be great if we could have the strings of the user interface in a external resource file that is easily editable. For now, we can only translate the tutorials and the diplomacy dialogs (txt files) but there is nothing for the user interface probably because the strings are compiled in the main executable file. I do not know if it is possible to do that at this development stage but maybe it could be implemented for a future extension.

(in reply to Fishman)
Post #: 652
RE: Master Wishlist Thread - 5/21/2010 4:48:29 PM   
taltamir

 

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quote:

ORIGINAL: Fishman

quote:

ORIGINAL: taltamir

2. also, idle colony ships should just go to the nearest colonizable planet (That is allowed, aka, follow the "don't colonize in other empire territory" rule)... they just sit there until you assign them.
Only if they're automated! I keep colony ships on standby just in case I find a good planet, I don't want them running off colonizing some random crap planet, leaving me with no one to colonize Korabbia.


certainly, only if they are automated.
Also, for the AI as well... HIS colony ships ALSO sit there right next to planets they can colonize, but they don't, they sit idle.

_____________________________

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

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Post #: 653
RE: Master Wishlist Thread - 5/22/2010 10:44:12 AM   
Yarasala

 

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Flesh out the pirates some more!

Right now they are only there to annoy players by demanding money or destroying a ship now and then.

But what do pirates do in reality? They must live from something, so they not only destroy ships, but must be able to recover at least parts of the cargo and perhaps sift through the debris to find some usable parts as well. The they carry their loot off to some black market to sell (or use part of it themselves).

So:

- Give ships the ability to recover goods from destroyed ships (by means of a new line of components which get more effective through research).

- Implement black markets as real space stations which the player can elect to destroy (for a bonus with the empires on the "good" side - but perhaps a hit to those that are collaborating with the pirates) or use to trade resources and components that are possibly of a higher tech level than he/she has him-/herself.

For what can be done with components of a higher tech level see here: http://www.matrixgames.com/forums/tm.asp?m=2472573&mpage=2, Post #37

< Message edited by Yarasala -- 5/22/2010 10:46:05 AM >

(in reply to taltamir)
Post #: 654
RE: Master Wishlist Thread - 5/23/2010 11:55:49 AM   
Gareth_Bryne


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Ok, an idea from Space Rangers series:

Diplomatic ships!!!

USES:

  • Any spy on a foreign mission should generally take the nearest freighter/D-ship to a planet, and from there route using real ships and waypoints to intended target. James Bond takes American Airlines sometimes, not only private super-jet infiltrators.

  • A diplomatic ship in a system with shared planets should move around these planets, resulting in a lessening of relations penalty for sharing a system. Ditto for military ships "just visiting".

  • A diplomatic ship can conclude mission:local treaties for a small research\trade\happiness bonus to the participating sides(skewed to the advantage of the owner of the D-ship)

  • A D-ship can do passive espionage and "my sweet empire" promotion missions, leading to the message "We are in awe of -empire's- colonies reputation", & increasing chances of a peaceful switch to your empire.

  • Other nice\nasty things to be done more interestingly than with the generic, raceless, invisible-on-map-and-in-life-until-captured spy.


(in reply to Yarasala)
Post #: 655
RE: Master Wishlist Thread - 5/23/2010 7:08:00 PM   
Yarasala

 

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Prevent the auto AI from selecting refuel points that belong to empires which are angry with you. It happens all the time to me that some empires demand that I withdraw my military ships from their territory, but when some ship need refueling it goes to a base belonging to those empires what is surely not beneficial for the relations with them. I may order such things manually, but don't want the AI to do so, especially on fully automated ships where I'm not even aware that it happens until the next demand to remove my ships from their territory arrives ...

(in reply to Gareth_Bryne)
Post #: 656
RE: Master Wishlist Thread - 5/23/2010 8:00:42 PM   
Yarasala

 

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Make it possible to enter large amounts of money in the trade window. Right now you can only click on '10,000' as often as you  must and that not very fast, because then not every click is recognized - not very convenient when having to pay several hundred thousand credits or even more ...

(in reply to Yarasala)
Post #: 657
RE: Master Wishlist Thread - 5/23/2010 8:09:02 PM   
Bartje

 

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quote:

ORIGINAL: Gareth_Bryne

Ok, an idea from Space Rangers series:

Diplomatic ships!!!

USES:

  • Any spy on a foreign mission should generally take the nearest freighter/D-ship to a planet, and from there route using real ships and waypoints to intended target. James Bond takes American Airlines sometimes, not only private super-jet infiltrators.

  • A diplomatic ship in a system with shared planets should move around these planets, resulting in a lessening of relations penalty for sharing a system. Ditto for military ships "just visiting".

  • A diplomatic ship can conclude mission:local treaties for a small research\trade\happiness bonus to the participating sides(skewed to the advantage of the owner of the D-ship)

  • A D-ship can do passive espionage and "my sweet empire" promotion missions, leading to the message "We are in awe of -empire's- colonies reputation", & increasing chances of a peaceful switch to your empire.

  • Other nice\nasty things to be done more interestingly than with the generic, raceless, invisible-on-map-and-in-life-until-captured spy.





I love this idea!

I'm always in for more visible ship types darting around the screen going about their lives!

A good way to tie into the mechanics as well; plus it gives the possibility of shooting spies down!






< Message edited by Bartje -- 5/23/2010 8:46:30 PM >

(in reply to Gareth_Bryne)
Post #: 658
RE: Master Wishlist Thread - 5/23/2010 9:03:17 PM   
Shark7


Posts: 7859
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: Yarasala

Make it possible to enter large amounts of money in the trade window. Right now you can only click on '10,000' as often as you  must and that not very fast, because then not every click is recognized - not very convenient when having to pay several hundred thousand credits or even more ...



Or just add a 100,000 and a 1,000,000 option. Would that work just as well?

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Yarasala)
Post #: 659
RE: Master Wishlist Thread - 5/23/2010 9:10:42 PM   
Yarasala

 

Posts: 185
Joined: 5/10/2010
Status: offline

quote:

ORIGINAL: Shark7


quote:

ORIGINAL: Yarasala

Make it possible to enter large amounts of money in the trade window. Right now you can only click on '10,000' as often as you  must and that not very fast, because then not every click is recognized - not very convenient when having to pay several hundred thousand credits or even more ...



Or just add a 100,000 and a 1,000,000 option. Would that work just as well?

Would be better than now, but I would prefer a direct input possibility. Sometimes I just overpay because I'm not willing to enter the desired amount by clicking on all those power of ten values ...

(in reply to Shark7)
Post #: 660
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