Master Wishlist Thread

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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putzinator
Posts: 15
Joined: Fri Feb 26, 2010 7:06 pm

RE: Master Wishlist Thread

Post by putzinator »

TCP/IP support so I could play with my brother.
PDiFolco
Posts: 1195
Joined: Mon Oct 11, 2004 8:14 am

RE: Master Wishlist Thread

Post by PDiFolco »

Re Ship Design screen again : price of components isn't shown anywhere, you have to check the total price change when you add/remove/change them !!
And why can't we have some "range" information anywhere ? I can't guess where my X amount of fuel will allow my ship to go... To be sure I add tons of fuel storage "to be sure", it isn't very efficient !

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licker
Posts: 46
Joined: Fri Mar 11, 2005 2:31 pm

RE: Master Wishlist Thread

Post by licker »

ORIGINAL: PDiFolco

Re Ship Design screen again : price of components isn't shown anywhere, you have to check the total price change when you add/remove/change them !!
And why can't we have some "range" information anywhere ? I can't guess where my X amount of fuel will allow my ship to go... To be sure I add tons of fuel storage "to be sure", it isn't very efficient !


Still on ship design.

When creating a new design have it automatically select the most up to date required components and stick them in the ship box.

Have some toggle switch to remove the useless (for war ships) components which otherwise just clutter up that window.

Oh, and as already mentioned implement the <foo> 7 nomenclature rather than <foo> <foo> <foo> ...

much cleaner that way.
Mark Weston
Posts: 188
Joined: Sat Feb 05, 2005 8:16 pm

RE: Master Wishlist Thread

Post by Mark Weston »

On the same subject, you need to make sure that all upgrades really are upgrades. For example the game considers Nuclear Devastator torpedoes an upgrade for the previous Epsilon thingies; well the problem with that of course is that the devastators are bombardment only weapons and if I left that upgrade in place my ship would be useless for space combat. What's more, the useful torpedoes are hidden from now on until I untick the box that hides all obselete techs.

(if the tech names are wrong I apologise and hope this still makes sense; I don't have the game in front of me as I write).
Tormodino
Posts: 107
Joined: Sat Mar 27, 2010 12:21 am

RE: Master Wishlist Thread

Post by Tormodino »

Tons of stuff I'd like to see, but one thing I thought of would be limiting the bonuses from assimilated alien populations (I have all the available races in my Empire now with full bonuses) based on how much of your population is composed of each race. If only 5% of my pop is super researcher I really think I should only get a fraction of the racial benefits (and drawbacks).

Migration policy is something that should be set on a racial/empire basis.
For example: I don't like the Sulken when they go to war with me. I don't want them to freely settle everywhere with they nasty insectlike personalities.
Emmet333
Posts: 7
Joined: Mon Mar 29, 2010 12:16 am

RE: Master Wishlist Thread

Post by Emmet333 »

Still loving the game and looking forward to some of these suggestions being implemented!

Wish list add:  Do not show ships being constructed in the regular ship filter list (i.e. when I filter by Military Ships I do not want to see ships being constructed as I am usually seeing what's available for immediate fleet organization).

Even better:  add a "under construction" filter and put all those pre-built ship under there.  That would be win. 

Wish list add: edit the initial "troop transport" model to be size 200 or under so you can build it from the start.

Wish List add: When auto-queuing colony ships, give preference to planets that have an open construction yard and prioritize by "speed" build (not by physical distance).

Thx!
Norljus
Posts: 6
Joined: Wed Apr 21, 2004 8:47 am

RE: Master Wishlist Thread

Post by Norljus »

Add UNDO command to the Editor.
Starfry
Posts: 113
Joined: Mon Nov 30, 2009 8:52 pm

RE: Master Wishlist Thread

Post by Starfry »

Some ideas I have:

Have ships in combat cease to be targets after sustaining crippling damage and have some random factor which leaves them in flaming hulks, broken hulks, or blown apart.&nbsp; Also have constructors go in after a while and scrap the hulks to see if they can scavenge some technology.&nbsp;

When retiring bases, just have them shut down and have constructors go in and dismantle them.&nbsp;&nbsp;


Nemo84
Posts: 115
Joined: Mon Mar 29, 2010 6:32 am

RE: Master Wishlist Thread

Post by Nemo84 »

ORIGINAL: Starfry

Some ideas I have:

Have ships in combat cease to be targets after sustaining crippling damage and have some random factor which leaves them in flaming hulks, broken hulks, or blown apart.  Also have constructors go in after a while and scrap the hulks to see if they can scavenge some technology. 

When retiring bases, just have them shut down and have constructors go in and dismantle them.  



Oooooh, that would be nice. It would be even better if the AI could be taught to scuttle these if they can't safely salvage them themselves, to prevent tech and hulls from falling into enemy hands.

Though on the other hand, a damaged ship falling in enemy hands is extremely rare in reality. They are scuttled by either the crew or nearby friendlies, and the game could simply be skipping/abstracting this occurrence with the current "fired at until explodes" combat.
Gertjan
Posts: 699
Joined: Wed Dec 09, 2009 12:05 pm

RE: Master Wishlist Thread

Post by Gertjan »

Reduce diplomacy hit/penalty when two empires have a joint system and enjoy good relations. I dont understand why there has so be such a big penalty if two empires with good relations share a joint system. Please make the penalty dependent on the status of the relationship determined by the other factors.
playedabit
Posts: 19
Joined: Mon Mar 29, 2010 9:50 pm

RE: Master Wishlist Thread

Post by playedabit »

More clarity on reasons why certain orders don't do anything:

- ship / base retrofit commands are sometimes ineffective, creating even more things to micro-manage
- why production queues get stuck (mentioned umpteen times already)

Right-clicking on a planet always does the same thing (ie patrol, load troops) and other actions are not selectable. I'd like to move my troop transport to a certain planet, for example, instead of hainvg it load troops from the planet. There's a way to do it, by right clicking on something else, perhaps zoomed out on the system and selecting a target under the move submenu, but that takes a lot of steps.

'Refuel at destination' command for ships. Now I can only choose the nearest refuelling locations, not a distant base. Should I be able to do this by queueing commands? I wasn't able to make that work, it seemed the last command would execute first (FILO).

Mark Weston
Posts: 188
Joined: Sat Feb 05, 2005 8:16 pm

RE: Master Wishlist Thread

Post by Mark Weston »

More UI requests:

Be able to issue orders from the ships, fleets and colony screens (the same right-click menus as you get when right-clicking on the same items on the map would probably work). It also be handy to be able to issue orders by right-clicking on the summary box in the bottom-left.

More filtering options for the ships screen, particularly the military ships. Being able to filter them by role (escort, frigate, destroyer etc) or even by design.
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Baleur
Posts: 372
Joined: Mon Jan 18, 2010 9:48 pm

RE: Master Wishlist Thread

Post by Baleur »

ORIGINAL: rickbdotcom

Get rid of random moon names and use the name of the parent planet. Like Sol 3a would be the name of Earth's moon.

When you click on a ship if would be nice if it would show the path to its destination if you have ordered it to move.

YES THIS!
I'm so tired of "BDAX27X colonized".
Why not just use our actual irl designation, with letters after the parent planet's number.
Considering that there are almost more moons than planets, these random number-letter names gets old really quick-
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Wade1000
Posts: 771
Joined: Tue Oct 27, 2009 8:21 pm
Location: California, USA

RE: Master Wishlist Thread

Post by Wade1000 »

ORIGINAL: Baleur

ORIGINAL: rickbdotcom

Get rid of random moon names and use the name of the parent planet. Like Sol 3a would be the name of Earth's moon.

When you click on a ship if would be nice if it would show the path to its destination if you have ordered it to move.

YES THIS!
I'm so tired of "BDAX27X colonized".
Why not just use our actual irl designation, with letters after the parent planet's number.
Considering that there are almost more moons than planets, these random number-letter names gets old really quick-
I agree.
Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.
Pford
Posts: 235
Joined: Fri Nov 10, 2006 8:26 pm

RE: Master Wishlist Thread

Post by Pford »

Let players cheat on themselves if they like. Distant Worlds does not have an online competition

Since there's no MP on the horizon restrictive saves might prove an interesting option, notably for user contributed scenarios. I've noticed games that include an online element, competitive score ranking or PBEM, can generate enduring buzz in the community.
Volcano
Posts: 52
Joined: Thu Mar 25, 2010 8:18 pm
Location: France

RE: Master Wishlist Thread

Post by Volcano »

It would be a good idea, and quite easy too, to add in the expansion planner screen a column to indicate in which system a potential colony is situated. If a potential colony is a planet, its name is sufficient to find its location, but when the potential colony is a moon...[:D]
Do not awake the dormant volcano...
Kamonrius
Posts: 69
Joined: Wed Mar 31, 2010 12:11 am

RE: Master Wishlist Thread

Post by Kamonrius »

when all or most of these req's are fullfilled may you consider adding ONE more level of Zoom in the universe? I can only get satisfactory view on Capitals and not so on small frigates and explorer ships.
&nbsp;
and when this game reaches new hieghts of developements can combat effects be reminiscent of Gratuitous space battles? more detailed shield reactions, better weapon effects, ship damage such as peices of hull shattering off and drifting into space, crippling explosions that do not result in the ships immediate death, wreckages that slowly descend to the planet (just getting smaller and smaller until they disappear nothing fancy)&nbsp;in all honesty the Combat is an infant version of GSB, if Combat were exactly like that in GSB this game would be the ultimate 4x strategy game of the day period (for me at least :D).
&nbsp;
and a little tweaking on the editor, I found that one day I lost the Planet's tab, I dont know what I clicked but It disappeared for the remainder of the game, had to restart to get it back.
Anglachel
Posts: 6
Joined: Sun Mar 28, 2010 1:50 pm

RE: Master Wishlist Thread

Post by Anglachel »

I'd like to get the possibility to somehow upgrade ships owned by the private sector. Bye marking an old desing as obsolete they should try to get new ones over time.

Mining bases (which are build by the state, but owned by private people) should be upgradable as well. Maybe by sending a construction ship?
pndrev
Posts: 42
Joined: Mon Mar 10, 2008 10:20 am

RE: Master Wishlist Thread

Post by pndrev »

The lists (Ships, Fleets, etc) should remember the last filter setting used. It's a bit tedious to open the ship list, filter military, go to ship, issue order, open list, filter military... At least let us set a default filter. ;)
BobRock
Posts: 2
Joined: Wed Mar 31, 2010 5:19 am

RE: Master Wishlist Thread

Post by BobRock »

A warning when a ship is lost
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