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RE: Wishlist Compilation

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RE: Wishlist Compilation - 9/9/2013 7:25:23 PM   


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Joined: 8/12/2011
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State ship cargo transports: Ability for state transports to transport goods manually in large quantities on a dedicated cargo transporter. This is not so hard to make, since private transporters already exist.

(in reply to Sliverine)
Post #: 91
RE: Wishlist Compilation - 10/25/2013 3:36:30 PM   


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Joined: 10/25/2013
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give an option to get rid of superweapons and nerf/get rid of super governments. that nexus of the red claw thingy is pretty op aswell. just because of these i kind of regret having paid 50 euro for an otherwise great game!

(in reply to korreboy)
Post #: 92
RE: Wishlist Compilation - 12/15/2013 10:22:49 PM   


Posts: 453
Joined: 12/13/2013
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Revamp diplomacy. The economy, the resources, the private market ships and their logic all seem very tight to me and work very well.

The diplomacy between the star empires should be modified, more options for talking and trading, etc.

But first, start with implementing SUBJUGATION properly and make a race's (or several species) victory condition a set percentage of total empires.

Subjugation should result in an empire giving you 10-20% total income, all their ships/planets known, a sizeable research bonus to your empire, and when you declare war on someone the subjugated race MUST declare war as your ally with you. When you put trade sanctions on them, they do the same. Also, when you wish for them to make peace with another race, they obey (of course, they cannot start wars on their own).

However, a subjugated race's number one goal is to get out of subjugation. To that end, they will work tirelessly to get secret-allies who will pledge to help them get out of subjugation. Once a military parity or superiority between the subjugated empire and their allies (who can be other subjugated empires of the same evil race!) happens, then a revolt takes place which means a war between an evil overlord empire and its subjugated race(s) and its allies.

To further work this concept, some goody-goody empire's race winning conditions can have a number of subjugated empire's liberated to add to their victory points total.




< Message edited by Timotheus -- 12/15/2013 11:24:31 PM >

(in reply to slukenwarrior)
Post #: 93
RE: Wishlist Compilation - 1/4/2014 5:28:07 AM   


Posts: 15
Joined: 12/20/2013
Status: offline
I just want a simple automation tweak: More control over tax rates automation, make it so we can manually input how much population we want to tax, for a desired growth rate/happiness level instead of vague low, medium, or high rate. it's quite tedious managing taxes for me starting from midgames. :\

for example:
<5000M planets i want 0% tax rate, for maximum growth rate
>5000M planets i want 10% growth rate, let the Automation adjust the tax every month for that number
>10000M planets i want 5% growth rate
and at maximum population i want maximum tax rate without causing sad populations, so maybe i could set the AI to adjust tax rate that produce at least 10 points of happiness.

with the current system it's very tedious to adjust tax rates manually, with the fact that the effect of newly changed tax rates on growth and happiness doesn't instantly previewed after you adjust the new rate, make it quite tedious switching from colonies screen and main screen just to see how my new tax rates affect my colonies. :\

< Message edited by terololo -- 1/4/2014 6:33:41 AM >

(in reply to Timotheus)
Post #: 94
RE: Wishlist Compilation - 1/4/2014 12:59:19 PM   


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Joined: 12/17/2010
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Hi guys, the master wishlist thread can be found at the link below.

This thread was supposed to be a compilation thread where ideas are prioritised, but the original poster appears to be no longer active. Please use the master wishlist thread for suggestions.

Erik: Please unsticky this thread as it is causing confusion as to which thread wishlist posts should go in.

< Message edited by Sithuk -- 1/4/2014 2:10:30 PM >

(in reply to terololo)
Post #: 95
RE: Wishlist Compilation - 12/1/2014 3:43:43 AM   


Posts: 194
Joined: 9/2/2014
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4. Implement salvaging as a means of resource recovery and getting technology from other races: Destroyed ships can (or have a chance to) be turned into wreckage which can then be salvaged by ships with specialised salvaging components. A scuttle option can be added which reduces the chance for a ship to become a salvageable wreck whereupon the AI (or you) can scuttle your (preferably heavily damaged) ships in combat. - elmo3/Starfry/Nemo84

The best way to do this would be that if the command center or all of either the life support or habitation modules are destroyed then they ship becomes turned into an Abandoned/Derelict ship that can then be repaired & salvaged by anyone, just like the abandoned wrecks generated at game start.

(in reply to Sliverine)
Post #: 96
RE: Wishlist Compilation - 5/20/2015 6:53:17 PM   

Posts: 142
Joined: 4/21/2015
From: Canada
Status: offline
Edit - deleted

< Message edited by RemoteLeg -- 5/20/2015 7:55:30 PM >

(in reply to NephilimNexus)
Post #: 97
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