anyone played it yet?

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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Deto
Posts: 105
Joined: Mon Feb 15, 2010 5:10 pm

RE: anyone played it yet?

Post by Deto »

ORIGINAL: Erik Rutins

Thanks guys, we are very glad that you are enjoying DW.

Regarding the fleet response, I think it's important to realize that's not an AI flaw, but a design choice. We looked at it in terms of whether the US would sortie the entire Pacific Fleet to deal with a piracy issue. The fleets are generally reserved more for full warfare, whereas the individual ships are meant for escort/pirate/minor threat duty. The fleet is intended to remain fueled up and ready in a strategic location in case of a more serious threat so that it's not out of fuel and out of position if war is declared. Based on feedback we will likely tweak that to make fleets more flexible, but that is the original design intention.

Maybe you could 'tag' each fleet with fleet mission like Support (this fleet stays behind other fleets), Main (this fleet stays refuelled whenever possible and engages hostiles in system or attacks if AI is given allowance to use them) and last but not least Intercept (this fleet is used to intercept attacking foes, pirates, whatnot comes to your area) and intercept has 'distance' options for Near (some max time it would take them to travel to the system?) or Distant (if there's enough fuel to get there without refuelling).

Or just allow you to make 'escort fleet' that acts like escort but is a fleet :D
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Webbco
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RE: anyone played it yet?

Post by Webbco »

Guys, I noticed if you build a bunch of escort ships at the beginning of a game (overriding the AI automation temporarily if you have it turned on) trade lanes and gas miners etc are a lot better protected. Ensure the escorts are automated once built and that seems to do the trick.
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Wade1000
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Location: California, USA

RE: anyone played it yet?

Post by Wade1000 »

ORIGINAL: Erik Rutins

Thanks guys, we are very glad that you are enjoying DW.

Regarding the fleet response, I think it's important to realize that's not an AI flaw, but a design choice. We looked at it in terms of whether the US would sortie the entire Pacific Fleet to deal with a piracy issue. The fleets are generally reserved more for full warfare, whereas the individual ships are meant for escort/pirate/minor threat duty. The fleet is intended to remain fueled up and ready in a strategic location in case of a more serious threat so that it's not out of fuel and out of position if war is declared. Based on feedback we will likely tweak that to make fleets more flexible, but that is the original design intention.

I see. I understand. Thanks. It makes sense as you say. Yeah, maybe a well placed tweak from you all might help if there are further concerns. Maybe a tweak to the distance factor; thus if the idle fleet is very close to a minor incursion of pirates or space monsters then it, or a couple ships of it, will move the short distance to intercept.

It IS nice to know, though, that our big defense fleets are waiting prepared, determined, and resolute for any potential major enemy invasions.
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.
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Erik Rutins
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RE: anyone played it yet?

Post by Erik Rutins »

Great suggestions, Deto.

As Webbco said, the best way to protect against minor threats now is to just build a lot of escorts (and in some cases frigates) as they will generally be used outside of fleets.
Erik Rutins
CEO, Matrix Games LLC


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Wade1000
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RE: anyone played it yet?

Post by Wade1000 »

Cool, Deto. I agree with Deto's suggestions.
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.
Gertjan
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Joined: Wed Dec 09, 2009 12:05 pm

RE: anyone played it yet?

Post by Gertjan »

Erik, I like the idea and I think it is completely right that the main fleet should not focus on piracy, unless they are very close by of course. Otherwise it would compromise the security of your empire.
frugaldude
Posts: 85
Joined: Mon Mar 22, 2010 4:31 pm

RE: anyone played it yet?

Post by frugaldude »

Eric,

I agree with your original fleet design choice.  Maybe a simple tweak for now would be to prioritize and increase the escort ship builds as Webbco is now doing manually. I do like Deto's suggestions for the long term.  They would add even more depth to an already amazing game.
HsojVvad
Posts: 1036
Joined: Tue Mar 23, 2010 9:21 pm

RE: anyone played it yet?

Post by HsojVvad »

ORIGINAL: Vlad77


And I love the SCOPE of this game. The sense of exploration is unparalleled. Other 4X games focus a bit too much on the extermination. I have always loved the exploration part - I guess being a Trekker does that - and this is the first 4X game that really allows me to get immersed in the "what's out there" factor.
I love the exploration part as well in 4X games. I am still waiting for my order to be finalized, so I can't even download it yet. [:(]

BTW you are a Trekker? I use to consider myself a Trekkie [:D]
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