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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ElanaAhova_slith
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Joined: Tue Dec 28, 2010 1:53 pm

RE: Master Wishlist Thread

Post by ElanaAhova_slith »

Not sure if these are mentioned in previous posts in this thread. Forgive me -- it's a very long thread.

DESIGN SCREEN

In design screen, allow changes to additional ship behaviors, even for designs that have ships built.'

Currently, for ships already built, attempting a change the design brings up a dialog box that says NO changes allowed (or something like that).
However, when one ignores the dialog box, one may change the following:
> weapons sop: (point blank / all weapons). NICE.
> Troop missions (invade / don't invade). NICE.

>> However, one cannot change the 'load troops' behavior. Nor can one remove troop bays from advanced ships. Please allow a way to tell that design of ship (load / NOT load) troops.

MOON NAMES AND EXPANSION PLANNER

Have galaxy creator assign names to all moons that include the parent planet. Currently, moons have names that have nothing to do with the SYSTEM they're in.

Examples:
"Sol 3", "Sol 3 Luna". (our earth's moon.)
"Sol 4", "Sol 4 Demos". (one of Mar's two moons. I forget other moon's name, Phobos?)

Why? When expansion planner is set to alphabetical list, would be very nice if all the moons in a system were listed WITH the planets (and potential colonies) in SAME system.

Expansion planner would list this as:

Sol 3 (terrestrial)
Sol 3 Luna (rocky)
Sol 4 (Desert)
Sol 4 Demos (rocky)
No more hunt and peck, and loading system map, yada, to 'find' where that dang moon is.

:)

Do as you would be done by.
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LordMM
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RE: Master Wishlist Thread

Post by LordMM »

Lots of info, the game looks absolutly brilliant. Can't wait to get my hands on it.


One Question, DW1 we had a tad easier time getting resources. Will getting the necessary resources be a bit more difficult in Dw2. Maybe enough to have wars over fuel, rare materials etc.. ?
It is better to live your own destiny imperfectly, than to live somebody else's life with perfection.
OnePercent
Posts: 73
Joined: Thu Dec 12, 2019 11:38 am
Location: Australia

RE: Master Wishlist Thread

Post by OnePercent »

My Wish is for the DEVS of the original DW:U release an official patch that enables their game to properly support resolutions higher than 1080P. It's 2019, games should be made to support the growing market share of 1440P to 4K display technology.

Specifically, UI scaling that is properly represented in the latest build. Text, Icons and UI are too small or hard to read.

MRayleigh
Posts: 1
Joined: Sun Feb 02, 2020 9:23 am

RE: Master Wishlist Thread

Post by MRayleigh »

All suggestions are on the image regarding pirate gameplay as I believe it needs more love. If possible I hope to see some improvements in sequel as it's my favorite gamemode. In short:

-Corruption needs rework, explanations and ways to combat it or mitigate
-Pirate private economy needs more explanations since it's mechanics are not the same with standard empires
-Owned colonies - implementing taxes correctly, corruption and facilities
-Pirate leader must be a more special position not just disposable and forgotten

Image

EDIT: Sorry about the image res, I'm new to this forum. If anyone or Mod could help fix it I'd be grateful.
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R_TEAM
Posts: 187
Joined: Fri Aug 03, 2007 9:37 am
Location: Germany

RE: Master Wishlist Thread

Post by R_TEAM »

Would be nice if the "Fleets" in DW (2) acts as a "Fleet" ....
Like - chose Formations , attack simultan to benefits from the firepower ...
If i miss not something important, actual a Fleet is only a "pack" of ships that act still on here own and only the move command is shared ...
No real difference from selecting 5 ships and give an attack command to select an fleet (of 5 ships) and give attack command ...
CariadocThorne
Posts: 13
Joined: Sat May 09, 2020 10:28 am

RE: Master Wishlist Thread

Post by CariadocThorne »

These are the things I would like to see added to the game.

- Separate ship class and role -
Military ships should come in size classes progressing from smaller ships like frigates, through destroyers, to cruisers and then battleships. Role could then be more of a tactical designation, controling how they fight in a fleet or how they act under ai control. Ships designated as escorts would automatically stick close to other ships in their fleet and protect them, or if not in a fleet, escort civilian ships. Ships designated as harrassers might try to perform hit and run attacks. and so on.

- Ammunition -
Missiles and ballistic weapons should have lower energy requirements, but require ammunition. They could have high damage for the size of the weapon, but require storage for ammunition to balance them. This would also enable more varied ship design, with some designs having more firepower but running out of ammo quickly, while others might have less firepower, but be able to maintain it longer.

- Pirates -
I'd like to see pirates mostly using smaller, possibly technologically outdated, military ships and converted freighter packed with extra weapons etc

- Fleets/squadrons -
I'd like to see fleets working together as an actual fleet, rather than just being a grouping of ships. Things like organising themselves according to ship roles, with capital ships forming the main fighting force, escorts protecting them, carriers and firesupport ships hanging back supporting from long range etc.
Being able to designate smaller groupings or sub-fleets would also be nice.
rmse17
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Joined: Sat Dec 13, 2014 11:38 pm

RE: Master Wishlist Thread

Post by rmse17 »

In my opinion, if there was just 1 change to be done from DW1 to DW2, it's the improving distribution of game calculations across more CPU cores, and shift to 64bit. This would allow for super long games with 1000+ stars and eventual extra complexity from mods. With that one change, even if everything else was the same, I would buy at release time :)
asszem
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Joined: Mon May 18, 2020 11:47 am

RE: Master Wishlist Thread

Post by asszem »

What I really would like is to be able to use multiple filters/selections on ships/troops panel. For example, I wish I could select all the ships of a certain type being built at a certain space station that belong to a specific fleet.

Also on the Fleet panel, I would like to be able to assign ships directly to any fleets.
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Bleek
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Location: United Kingdom

RE: Master Wishlist Thread

Post by Bleek »

Ships scaled based on their size! [&o]

It makes the game look so, so much better with correctly sized ships. Way more immersive!

I have tiny 250-300 (0.25 scale) escorts and explorers zipping around. Then medium freights at 0.6 and juggernaut capital ships, carriers and of course massive freighters at 1.2-1.5. Dwarfing the smaller escort, frigate (0.4-5) and even destroyers (0.7). Carriers are usually around 1x size.

Probably not the best photo example as it only shows a few early ships, but it's an example. [:)]

Image
I've been beta testing myself for decades.
slicksyster
Posts: 31
Joined: Mon Aug 31, 2020 2:48 am

RE: Master Wishlist Thread

Post by slicksyster »

I generally play DWU by responding to the events scrolling into view at the top of the screen.
This area is way too short! No doubt this has been mentioned before, but opening the full message screen and then going back to the map display is a pain. Making the main message view area larger (dynamically adjustable?) and scrollable would be a big improvement.

I also manually manage my explorers and construction ships. I use the pop-out lists of each on the left of the main screen to see which is idle and needs a new task. Currently, I have to read the fine print to notice which constructor is still building, or idle. It would be vastly improved if idle ships were color coded in these lists. Noticing a color is much quicker to process than reading text. Sorting on idle/busy would also be useful.

The UI should be size adjustable (number of visible list elements) so the user can adjust the amount of information versus map playing area visible at any one time. The wasted area on a large monitor above and below the left side of the screen's pop-out lists is maddening.

In the resource planner, you can select potential locations for mining based on your needs, or the galaxy's needs. Since mining stations are not economical for locations with less than total 120% aggregate resources, it would be nice have a filter to select the sum aggregate percentages at each location be greater than some number you could enter. The ability of hiding a resource source that you've already considered would also be useful. (and the ability to unhide, of course)

The resource planner should remember it's state (new colony, empire resource needs, galaxy resource needs, current resource locations) once it's closed and later re-opened. This would save tons of configuration clicks and make re-entering the resource planner so much easier and useful.

But I'm sure you've already implemented these obvious user friendly interface enhancements in Distant Worlds 2.
Still scheduled for release in 2020, Right? :)
slicksyster
Posts: 31
Joined: Mon Aug 31, 2020 2:48 am

RE: Master Wishlist Thread

Post by slicksyster »

add a technology that increases colonization distance from the initial static setting.
Allowable colonization distance should increase with technology growth.
Add a new game configuration parameter, the rate that colonization range increases with technology.
If people want to play with a static colonization range, just set that new parameter to zero.
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