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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Data
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RE: Master Wishlist Thread

Post by Data »

I definitly second that, forgot to mention it myself so thank you uberknight for bring it up.
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Facedrop
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RE: Master Wishlist Thread

Post by Facedrop »

I was wondering whether it would be possible to make detection and interception of incoming fleets slightly more easy, possibly a new tech could help with this.
Currently i find most of my wars are a case of either side quickly striking and invading systems. Rarely do two fleets ever make contact without the
assistance of a space station to keep the enemy within a system for an extended period of time.
Kal Naar
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RE: Revisting the border system for visualization and functionality

Post by Kal Naar »

ORIGINAL: nammafia

I would like to have private sector also affects the policies of the empire more directly such as requesting faster hyper drives (research policy), demanding removal of pirate bases and creatures, lower tax rate (economic policy), free trade with empires, etc.  You can ignore their demands and requests with consequences such as tax evasion, less trading, upgrading their ships at foreign star bases, etc.  This will make a living galaxy more lively.

Private sector should also upgrade and buy their trading vessels by themselves to maximize profit in competition with one another --> non-monolithic private sector with numerous trading companies and corporations.  They might be multi-empire trading companies with great influence.

In general, I would like the idea behind private sector to be hashed out more and develop further.  So that we can play as a trader in Distant Worlds directly and indirectly affecting the politics in the galaxy.  Maybe another expansion is needed: Distant Worlds: the Rise of the Private Sector. 

+1
Kal Naar
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RE: Revisting the border system for visualization and functionality

Post by Kal Naar »

My two cents in a much needed research overhaul.

Increasing Research stations maintenance
Each lab component should have an increased maintenance cost, in order to reflect the actual cost to maintain and operate a high tech facility.
Define Research Projects costs
The cost would be dependent of the project size, and would reflect the hiring and maintenance of specialized research teams, and of materials or components acquisition.
Create a Research Fund
That represents the maximum available money for research purposes and would be defined in the Empire Status screen by setting a fixed value or percentage of the empire’s Annual Income.

Since the available research funds will not always meet the labs necessities, two situations would occur:
1. Over-Expenditure
Creates a small boost in the labs capacity, but this would be a less efficient way to increase research capacity, than say, building a new lab.

2. Under-Expenditure
Causes labs performance to drop (performance % = Available funds / Capacity), almost immediately after the cuts, thus allowing empires to quickly divert funds to more critical areas at any given time.
The major drawback to this would be a delay effect in the performance increase when funding’s restored, representing the difficulty in finding new research teams after you’ve sacked the previous ones.

Deactivating Research Stations
The Research Stations Screens, we should have the option to deactivate stations, thus allowing for a reduction of the overall cost without the need to scrap the entire station.


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RHoenig
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RE: Revisting the border system for visualization and functionality

Post by RHoenig »

New player here, greetings to all.

As far as I understand it, there is a single file, that holds all ships names, the game uses.
Would it be possible to have several (many) different files, that I could select one at games start?

Say, I want to play a human "Romans in space" race, so I can select a shipnames file with names like Mars, Juppiter, Agrippa, Legionarii and so on.

This would give the ability to chose between different themes for the ships names.


Edit: Also the ability to rename my colonies would be nice. In fact, not to be able to do this was quite puzzling when I started playing.
Maybe I am missing something here, and I am just too stupid :)
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Data
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RE: Revisting the border system for visualization and functionality

Post by Data »

Hi RHoenig and welcome to the forum. Good idea on the ship names file, we also have a modder wishlist and you can update that as well with this request.
As for colony renaming you can do it via the colonies screen or the editor, there is also another way but I'm missing it right now.
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Data
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RE: Revisting the border system for visualization and functionality

Post by Data »

Have exploring setup similar to SoSE, there once an explorer discovers a planet for the first time that gets a "last explored" timer of sorts. Even after the hole universe is explored for the first time the explorers continue to go everywhere to update the data based on that timer. For DW this would work wonders and hopefully will fix some of the explorer issues we have atm.
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trogdor826
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RE: Revisting the border system for visualization and functionality

Post by trogdor826 »

Sub-categories for capital ships like carriers which specialize in fighter support and say maybe something else, as well as being able to edit ships with out having to hi copy as new.
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Brainsucker
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RE: Revisting the border system for visualization and functionality

Post by Brainsucker »

Honestly, I'm not a fan with limiting the starship tonnage for each ship designation (frigate, destroyer, Cruiser, etc). I think it won't resolve the problem to cure the people habit to make the biggest ship they can build. As when you can make a capital ship, you won't make any frigate / destroyer, as they won't be able to compete this big, meany starship.

So, throw out the limitation, but give the ability to evade for each starship instead. Say, the smaller your starship, the bigger the evasion they can do, while the bigger your starship, the easier they can hit. Plus, make a high powered weapon that can pass the shield but inaccurate. It won't be able to hit the fast and agile starship, but will be the nightmare of the big, slow one. This way, the player will think, they can make a big, scary, with a lot of weapon they can have, but the ship will become the enemy target practice instead. Of course, they can put more armor to their ship, but armor will reduce a lot of the starship's  speed, so it will be better to be put to stationary space station.

But..., won't it make big ship unnecessary? What is the fun in it?
Ok, look at the real life. There was a lot of big ships in WW2, but now, they gone. We have only carrier that guarded by smaller ships. The question is why? Well, because big ship was always became the enemy target practice to begin with. No armor can stand against torpedo. Not on the sea or space. It will have leak, and it will deadly.

Big ships will always necessary, but not as a powerhouse / moving fortress like we have in a lot of 4x space game. You can equip big ships with powerful blaster that can destroy a space stations in an instant, or to support the invasion to the planet; or as carrier. Or you can equip it with long range weapons that can be fired from distant. But Small ships will always needed, to escort the bigger one, or to attack / harass the enemy formation.

My point for this whole idea is big ship means for strategic attack / war, Smaller ship for tactical battle. With this big universe setting of the game, big and small ships combination will always necessary.
qqqqqq666
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RE: Disabled Ships

Post by qqqqqq666 »

Sorry if it is already mentioned, haven't read each page of this thread.

So... It would be nice if disabled enemy ships could be picked up by anyone who repaired them. Like creating our own debris fields after battles.
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Data
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RE: Disabled Ships

Post by Data »

not mentioned before and a great idea
but when should we consider a ship disabled? even when the reactor is out a ship can move on impulse so should we consider it disabled? I would not want the AI to take my ships if they still have some fighting left in them; come to think of it, we can exploit it by scuttling our near disabled ships to prevent the AI from doing it to us.
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qqqqqq666
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RE: Disabled Ships

Post by qqqqqq666 »

Well it can be the damaged ships that are totally immobile, or "disabled" would be something like if energy is zero, meaning that there is no life support available hence no functioning crew. Something like the game Star Trek Armada with its crew requirements.
And scuttling is something like having a self destruct sequence. And of course, i hope the AI would be capable of this :P Imagine your old captured flagship attacking you a few days later... :D :D :D

(Edit: And i suppose the "disabled" status would make our ships stop firing at them to oblivion, unless specifically ordered or set in a preference setting or something like that)
Ennber
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RE: Disabled Ships

Post by Ennber »

So, i have two suggestions/wishes.

First is one, that was probably mentioned before: sub-classes for ships. So we can have moer than one automatically modified designs for the same class os a starship. Sub-classes could be: long range missle ships with long range laser weapon, heavy short range laser only sships, log range torpedo ships, carriers, point defence ships. Those are to mention few ofs possible.

Second one is more of my main issue with DW: very rudimental form of diplomacy. I would have liked it a lot if we could make alliances with multiple members in it. It would mean that everyone of the alliance have similar treaties to each other, according to the alliance. They still can have just one-on-one diplomacy with each other, but it is alliance that decides what type of relation everyone has. Plus they can togethere declare wars, trade sanctions.
So, for example you can have 3 empires froming an alliance and it has a form of Trade agreement. It means none of 3 of the members can change they relations with other 2 empires, Except for declaring a war or trade sanctions. But then the empire who started it would be expelled from an alliance. It can only be changed though the voting system, that can be determined when the alliance was forme. How many votes an empire has can be made from formula that takes into account number of planets, number of systems, populations, military strength, trade value and strategic value.
I think some other games tried to make it in one or another form (Galactic Federations - United Nation like form of galactic government, Space Empires - alliances with multiple members (did not really work there) ). So, why not to give it a try here?

Sincerely,
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vince0018
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RE: Disabled Ships

Post by vince0018 »

Jotted down a few things on my own wishlist and thought I'd post here
so they might be seen.
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RE: Disabled Ships

Post by Data »

second that, they really should be seen [:)]
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Jounk33
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RE: Disabled Ships

Post by Jounk33 »

My wishes for a better DW.
The ability to colonize a planet class alone should not decide the planet class.
Much more begs the question whether a race tolerates gravity, atmosphere and temerature.

So my concern is to introduce gravity, atmosphere and temerature values ​​for the planets and to determine the compatibility of the races and make all modifiable.
qqqqqq666
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RE: Disabled Ships

Post by qqqqqq666 »

I would like to be able to flag a planet so that i (at least) get a reminder if someone tries to colonize it. So I can take at least matters into my hands and fire a few warning shots to drive them away. It has happened to me so many times, being worried about a war or two and losing a valuable location (that i cant yet colonize) to some odd colony ship that slipped my attention.

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Data
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RE: Disabled Ships

Post by Data »

good point there, +1
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Cykur
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RE: Disabled Ships

Post by Cykur »

Hopefully these haven't been mentioned in this huuuuge list:

It would be nice to flag a planet as OFF LIMITS so some of your patrol ships didn't try to go there. Maybe because of a monster or a pirate base you aren't quite ready to deal with. My empire patrol boats were always going places they shouldn't and getting crunched.


It was suggested I post this here from the Modder's list:

I always wanted to be able to mod the resource model and construction requirements. DW has this fabulous economic simulation happening, but for the most part once you get access to a resource, you have enough of it. You just have to wait for it to get carted around for new spaceports on fringe worlds.

It would be nice to see a progressive model where resources were a bit more of a limiting factor for key technologies without completely shutting down your entire economy. Where you could make the cheaper ship modules out of the more readily available stuff, but advanced techs required specific more rare materials.

There is a little bit of that going on in DW, but more often I found that if you ran out of something, it could just completely shut down your economy because there is so much overlap with how the materials are used.

Tnarg
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RE: Master Wishlist Thread

Post by Tnarg »

I haven't read every page of this list so I apologize if some has been stated before.

I would really like to see an addition to the Tech Tree that could add more mid and end game problems or departures. Either a whole new thread of Controversial Research or just some of these ideas attached as additional research options. Basically research that gives huge advantages but also comes at a huge cost in the form of a small percentage chance of something going terribly wrong.

For example:

Bio Weapons I, II, III Pros: (I)purge an enemy population with a virus, (II)(Alien reference)-spawn troops on an enemy planet that will wipe out troops and population for you, III(spawn really powerful space monsters in an enemy's systems. Cons: there is a small chance that they will wipe out your planet, or whole system, or it really gets out of control and spreads to other systems and perhaps becomes a galaxy wide problem.

Artificial Intelligence I,II,III Pros: (I)Research Bonus, (II)Powerful Troops, (III) Population Boost or +10% bonus to everything you do. Cons: AI could revolt and you lose control of planet or splinter empire is created on all worlds that have AI population or facility(?), or even worse the new AI splinter empire declares war on you and is determined to wipe out all biological threats.

Dimensional Manipulation I, II, IIII Pros: (I)Opens up a secret dimensional pocket for a secret research station, supply, or construction yard, II Opens up hyper-dimensional transit options, or the ability to be in one spot and then emerge in another spot instantly, provided that some sort of survey of the emergence zone is done, (III) Opens a doorway to a whole new universe, basically an end game, but the start of new game with really powerful empires. Cons: Unleashes a very powerful race into the galaxy. This could be a whole new chain of events or end game goal.

Singularity Power Source I, II Pros: (I)Unlimited fuel and power source, (II) Extremely fast hyper drive. Cons: Random strike could destroy the ship or any ships near it, could be a weapon too(?)

Planetary Construction/Deconstruction I, II, III Pros: (I) Create a random planet from an asteroid field, (II) Create a planet that is ideal for the race, (III) Create a Huge Utopia planet and also the ability to destroy an enemy's planet. Cons: Chance for gravitational tides that slowly degrade all planet conditions in the system or chance for the new planet colliding with a populated planet in the system completely destroying both.

Star Creation/Destrcution Pros: Create a random star system out of a gas clous and of course destroy an enemy's whole system. Cons: Runaway reaction causes star to go nova within in a couple of years destroying all systems within a small radius (bad for tight star clusters) or worse a supernova destroying everything within a larger radius.

Reality Manipulation I, II, III Pros: (I)Edit an enemy's happiness to cause revolts, (II) Edit and empire out of reality(they just disappear, (III) Edit the reality of an enemy empire to just join yours. Cons: could accidently edit out your own reallity causing the game to end.

Aggressive Race Training (Need to come up with a better name) I, II Pros: (I) Empire wide population happiness due to aggressive nature of hunting independant races, (II) Increase in combat skills by stealthily hunting races belonging to another empire. Cons: Chance that other empires may find out and will hurt your reputation or a chance that one of your hunting parties is captured and one of your technologies falls into their hands. Of course maybe an automatic declaration of war against such aggressive species could be granted to the victim race.

Genetic Manipulation I, II, III Pros: (I)Increase resistance to disease which would be a huge bonus to population happiness, (II) Increase intelligence for a research boost, (III) Increase life span for both research boost, overall 5% bonus to everything, and population boost. Cons: decrease to population growth from genes gone bad, chance that other empires despise the manipulation of genetics on religous principles and declare holy war?

Most of these technologies if researched by you or another empire could be uncovered by spies and then a whole list of options could be opened up to bring more life to the universe for example: The ability to get other empires to cancel their treaties with the violators, isolating the mad empire with uber weapons, or a bonus to getting other races to say yes when getting involved with a war against the evil masterminds playing with powers that will change the very fabric of reality. Bringing in super powerful races from another dimension, uniting to fight a bio weapon that has gone amuck and is ravaging the whole galaxy. Or stopping another race from creating an AI race with its own agenda to purge all biological entities. Also some of these research options may lead to end game goals that will open up a whole new game. A hidden game, or new game that must be achieved. Entering a new universe as a single system against a universe occupied by other ancient empires that have had time to spread out eons ago. Maybe a slightly new tech tree available with some new god-like technology or everyone starts off with all technology. This is the realm of the Shakturi and to really win the game their home system must be located and destroyed once and for all. Not sure if this is doable, but it is always fun trying to earn something better.

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