Fleet Management

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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StormingKiwi
Posts: 256
Joined: Thu Feb 11, 2021 6:35 am

Fleet Management

Post by StormingKiwi »

The Fleet Management interface in Distant Worlds 2 isn't as good as interfaces from other games (including Distant Worlds: Universe).

As a minimum, it should be much more convenient to change home bases for fleets. The interface for this is currently painful and a huge step backwards.

Another two issues were also present in DW: U.
  • a fleet cannot exist with zero ships. If it suffers a fleet wipe, that fleet cannot be reinforced.
  • management of ship reserves for fleets.
Suggestion: instead of the hierarchy progressing from Fleet Template -> Ships of Fleet, it progresses from Fleet Template -> Fleet Management -> Ships of Fleet.

Functions of levels in the hierarchy:
Fleet Template: As of now, some functions changed to Fleet level.
Ships of Fleet: As of now.
Fleet Management: New and Different from now.

Fleet Management: An administrative layer where the player manages:
  1. Fleet Template to follow.
  2. New functions introduced in 1.0.9.8 and 1.1.0.0 (Ship role upgrade/downgrade, Trim Excess, Auto-upgrade)
  3. Home base.
  4. Attack target.
  5. "Front Management" or Area of Operations.
  6. Engagement Range
  7. Construction Yards
  8. Reserves for Fleets
I frequently want planning and deferred execution functionality: create blank fleets, and fill them out over time as I can afford them. I also want to determine which fleets are still present and which were wiped out, and I want to be able to do that quickly and conveniently.

The engagement range is often fiddly. The range of a sector is still opaque, 10 months after release, and frequently too small. The step up from sector range to % of fuel ranges can be huge, and refitting to pull off surplus fuel due to reactor, fuel cell and hyperdrive technology advances can be annoying. I think this needs to be better. Ideally, there would be a distance slider with text input, maxing out at 50% of the fuel range. That is exactly what I do now, I just need to pull off fuel cells and adjust reactors to manipulate the number.

I'd also like a function where the player defines an area of operations or a front. With this, I could trust automated fleet posture management.
For example, using a defensive fleet as an example, I define its home base as a fuel mining station halfway between my homeworld and a colony. Then the Boskarans come and wipe that mining station out. I'd like the fleet's home base reassigned in the vicinity so it is still capable of defending the approximate area I want it to (the two worlds). It's not an engagement range. I don't want it to defend a circle of radius 33% of the fuel range from the new base (which could be much closer to one colony than the other), but keep defending both.
The huge issue is that the defended area increases with the square of range. One colony may be a relatively long way from another. Getting a fleet to defend both high-value colonies results in it defending an unmanageably large area full of expendable assets. Getting two fleets to defend both high-value colonies is twice as expensive.

Similarly, for attack fleets, one fleet could be dedicated to a particular theatre. It's often the case I want an attack fleet to focus on a particular empire, not everything possible within an omnidirectional radius.

Construction Yards: It would be absolutely great to choose construction yards to prioritise reinforcing particular fleets with.
An important issue is that the game frequently does not respect that distance requires time to travel, and it will treat every shipyard in the empire as equivalent. This is a problem if a fleet takes a longer time to assemble after production. It is conceivable a ship produced across the empire could take as long (or longer) to travel to a fleet rally point than a nearby shipyard would take to produce every ship and have them immediately rallied.

Finally, ship reserves for fleets.
It would be great to define the number of ships to keep in reserve (either idle or doing low-risk missions) to relieve a fleet when its ships are damaged in combat. I'd like this number with a default set by the fleet template, overwritable from the Fleet Management layer.
AKicebear
Posts: 509
Joined: Sat Jul 26, 2014 2:11 pm

Re: Fleet Management

Post by AKicebear »

Good suggestions in general, but especially the first two:
- make it easier to change home base - I assume you mean through a drop down menu, not just via right click at a location
- fleets should be maintained and repopulated, even after their ships are destroyed - this would be especially useful/reduce micro
StormingKiwi
Posts: 256
Joined: Thu Feb 11, 2021 6:35 am

Re: Fleet Management

Post by StormingKiwi »

AKicebear wrote: Tue Jan 31, 2023 12:59 pm Good suggestions in general, but especially the first two:
- make it easier to change home base - I assume you mean through a drop down menu, not just via right click at a location
- fleets should be maintained and repopulated, even after their ships are destroyed - this would be especially useful/reduce micro
Yes, that's right. That drop-down menu should be better than the drop-down menus currently implemented too.
For example, the Destroy Base mission list is longer than the available space on the screen.
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