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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VarekRaith
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RE: Master Wishlist Thread

Post by VarekRaith »

ORIGINAL: lancer

Goodaye,

Stockpiling Resources at a Starport


The AI reserves a set amount of resources at every starport - as far as I can tell - depending on the size of the starport. It allows the surplus to be freighted here and there by the civilians.

There are times when I'd like to be able to stockpile certain resources at a particular port. For instance it would be handy if I could stockpile strategic resources at a major construction port to gear up for a war effort. Other times it's for establishing a major refuelling depot or even to better consolidate sparse luxury resources in a particular part of my empire.

As the game features a pretty good logistics model it would be helpful to be able to build up stockpiles of strategic / fuel / luxury resources if required by the demands of your particular situation.

Something like three little buttons at a starport that you could push to request a higher than normal reserved level for either strategic / fuel / luxury resources to be retained at that location and to be off-limits to civilian frieght forwarding.

Cheers,
Lancer

Seconded.
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Igard
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RE: Master Wishlist Thread

Post by Igard »

Apologies if someone already suggested this...

In order to reduce fuel consumption, why not significantly reduce the amount of fuel consumed by ships patrolling a planet? The ship would be in orbit, using its own momentum.

HsojVvad
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RE: Master Wishlist Thread

Post by HsojVvad »

ORIGINAL: Igard

Apologies if someone already suggested this...

In order to reduce fuel consumption, why not significantly reduce the amount of fuel consumed by ships patrolling a planet? The ship would be in orbit, using its own momentum.

I would say, if an order is given to a ship to orbit or protect a planet or space station that no fuel is consumed at all.
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impact
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RE: Master Wishlist Thread

Post by impact »

hm, don't think i've seen those yet, so: BEAM weapons :)
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VarekRaith
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RE: Master Wishlist Thread

Post by VarekRaith »

ORIGINAL: Davor

ORIGINAL: Igard

Apologies if someone already suggested this...

In order to reduce fuel consumption, why not significantly reduce the amount of fuel consumed by ships patrolling a planet? The ship would be in orbit, using its own momentum.

I would say, if an order is given to a ship to orbit or protect a planet or space station that no fuel is consumed at all.

Fuel is consumed by the reactor, which is used to power the ship's essential systems.
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Igard
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RE: Master Wishlist Thread

Post by Igard »

Beam weapons are essential for babylon 5 and Star Trek mods.
ductape
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RE: Master Wishlist Thread

Post by ductape »

sorry if any of these have been mentioned.
  • I would like to be able to name my saved games. The current naming convention is just confusing, is that the game date in the save name? How about the real date, something i might actually remember.
  • Smaller spaceship graphics. when i send my fleet to refuel it just looks cluttered and weird.
putzinator
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RE: Master Wishlist Thread

Post by putzinator »

you can already name your saved game just use "save as"
PDiFolco
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RE: Master Wishlist Thread

Post by PDiFolco »

Noone requested Fleet Formations yet ? I miss that, it would add at least some tactical interest!
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Okim
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RE: Master Wishlist Thread

Post by Okim »

I`d like an option to refuse enemy colonies joining my empire. I hate being forced to accept them into my xenophobic empires!

The same goes for migration. I would like to close borders for migration while keeping trade intact. Currently i am forced to use trade sanctions in order to prevent my pure worlds being defiled by other races migrants.


Gertjan
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RE: Master Wishlist Thread

Post by Gertjan »

Lol, you dont like immigrants ;)
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Okim
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RE: Master Wishlist Thread

Post by Okim »

I think that the whole my current human population will agree that there is no place in our tidy and pure colonies for Slukan cockroaches! 
fabio80mi
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RE: Master Wishlist Thread

Post by fabio80mi »

Greetings!

This post will be with some constructive criticism. and be full of things to improve but i want to note from the very start that i like DW and despite all the problems i am still having an enjoyable experience.
Some points have already be written down by others so many time i wont repeat them all :-)


AI/AUTOMATION

For all- The ai/automation has no memory at all of threats...so we see for instance consuctors happily rush to monster, colony ship continously attempting to colonize a pirate infested system or ships succumbing one at a time to a superior enemy ship.

Territory Management
I'd like to have an ability to flag systems as "hostile" and have the AI avoid it !!
Also i'd like the ability to set up "sphere of influence" , like "painting the galaxy" so in the area i painted the ai can build and move but outside it its only on my manual control
Also it could be great to have a system that tells my ship the maximum distance they can travel from the nearby colonies... so lets say they can move 1 month travel time from any of my current colonies but no more.

Exploration - I play with exploration turned on, they seem to work pretty well though i noticed many time exploration ships stay very close together (very often 2 in the same system) and when found some
special, like a ruin that suggest to investigate an area- they dont go there or at least dont prioritize it enough so i have to manually control it.

Colonization - Where should i begin?
On Automatic the ai will spam colonies regardless of distance, threats, diplomatic consequences and whatever.
On Suggestion on they will spam you with requsts, again regardless of everything.
What i'd like to see is a prioritization of colonizing planets near to my core... not halfway across the galaxy! if i really want to colonize there let me do it manually.
I usually play it on manual and having a good time with it, some suggestion.,. if the designated target of a colony ship got colonized by someone else i usually dont get a warning about that and the colony ship stays idle

Constructors - They go on about their business, as usual they dont care about distances or threats.
Also very often they dont go repair damaged ships or damaged special ships after encounters (found by exploration ships).
I never saw them build resort base.
I'd like to see constructor a little smarter about what to build and WHERE (dont build a mining station the other side of the galaxy when you can build it in the home system for the same resources..)
Also with the "avoid system" opportunity it would be a lot better


Escorts/System sharing - This issue usually is very bad for diplomacy :P
Since ai build mining station and colony in other race systems (i have the option turned off... the guess is enemy empires dont care which leads to systems being shared and after THEY trespass my territory they bitch about it)
Also having military ship escorting freighters just make the ai spam their warning messages.
I'd like an option to flag systems i dont want my military to go in.

Fleet Automation
Well it really doesnt work very well.
If fleet automation and ships are automated fleets get formed, disbanded and usually do their stuff (which often i dont like but at least is consistent...)
If fleet automation is OFF and ships are automated (my usual settings) the ai still decide to remove ships from my fleet.
I'd like to have ship taking control of my automated ships inside a fleet if i'm not using it for stuff for patrol close to the designated home of the system and keep them well supplied as in a "ready for action state", NOT removing them from my fleet
Also since i've talked already about avoid system list, area of influence and maybe paint for automation what about a paint attack in which i tell the fleet the region i want to patrol and engage enemy in?

Patrolling and Fleet suggestions
It usually works decently,problem is since the ai spam colonies very far away and move ship back and forth you need 3 times the real amount needed if you leave it on automation :P
What i'd like is manually use fleet for defensive duty and early response to threats...
Bear with me what about having "fleet stances" ? i'd like to assign lets say 3 frigate and 2 escort for patrol duty in "defend/Patrol" stance in my home system... so those 5 ships will patrol the systems and maybe the close neighbourhood (thanks to the sphere of influence) and will not move away
I can have instead a "Fast strike force" that will be on "engage hosties " strike that will respond to threats in the sphere of influence and in the allowed systems by immediatly jumping in and intercepting targets (like incoming enemy fleets)
I could also have a fleet in "attack" stance that will selectively pick targets and attack enemyt system i designated (with the paint attack)

Retrofit
This has been said dozens of times already, the ability to retrofit all ships of a specific class is essential

Design Screen
I dont like it, at all.
First of all the autodesign is flawed as so many have pointed out already, lets stick to manual design but still the interface can be improved a lot.
First i dont like the "see only latest design of the class", allow me to filter out obsolete designs instead!
Also allow me to upgrade everything with latest components or multiobsolete ships from the interface
This could be useful so at game start i can select all ships and obsolete them all and then load my starting ships (i saved previously) without having to click hundreds of times at every game start.

I want the ai if in autobuild never build something obsolete (civilian too)
I'd also like to see a design type and pick (multi pick) possible duties for it, so assuming the fleet automation can have stances like "Defend/Patrol","Engage Hostiles","Attack" i can then create for instance a Frigate that can be in "Engage Hostiles" stance and the automation, if turned on
can pick this class of ship to form a "Engage Hostiles" fleet.
There is also work to be done in renaming ships when you upgrade.. what about add Mk2,Mk3 and so on without changing the name?


Ship Design Screen
Its not that bad, i dont like having to enter it to obsolete designs.
Also instead of listing all components could ne good to have a number for it , like Mexos Blaster x4
Ship Design still is very simplicistic, no various kind of damage, no shield piercing, no armor piercing, it seems to me that moo2 had a way way better design system more than 10 years ago with also directional damage.
From my experience just build the biggest ship with tons of shields (very overpowered) and lot of weapons, especially torpedoes, and you're good to go.

Combat
The actual combat, though not very interesting since there is only 1 kind of damage and no real neat feature, play itself quite well. There are some problems with it mostly for earlier points like sending
ships 1 at a time vs very big threats.
What i'd like to see (and this will be a big one) is more realistic combat which without touching exagerated level of complexity could have shield strength divided into 4 areas, and weapons with different effects, tracking speed, and firearcs.
Also manually controlled ship sometime wont return fire.

Research
In one word.. bad.
Possibly the worst part of all game, there are tecnologies that are all the same for the most part with just a little better version of the previous one, there is really nothing very interesting about it.
Also you cant really choose what to research easily and from what i saw the tech tree is very very small for a game like this.

Planet Development
Ok there isnt really one :P by design to reduce complexity and thats ok... but maybe in the future (or next game) allow building on the planets can be a pro :-D

Resource System
I like it! it works and works well

Diplomacy
Dont like it very much, most important due to the sharing of systems and the continous bitching about "removing ships" in the shared system.
There are also exploit for buying new planets (ai should NOT sell planets unless for HUGE amount of techs/cash(
Also tech prices seems a little too low.

Economy
Now its a little too easy to make money, this will be fixed :)

Galaxy sizes
It seems that if you play a tiny 100 star game or a huge 1000 star game the size of the galaxy is the same... this is awful.
I'd like the scale of the game to..scale :-) or allow me to select the number of stars i want AND the galaxy size so i can make it as i like :D
so instead of being 2000x2000 everytime (for example) i can have it 1000x1000 if i want 100 start, 2000x2000 if i want 250 or 4000x4000 if i want 2500 stars.
In case put a warning that performance may suffer if you go over recommended level and let me worry about it.

Performance
Personally i didnt notice any problems here, to me it run smoothly.

Modding
Atm modding capabilities are.... minimal.
A game like that should be heavily moddable something that atm is not.
Ok customizing races and ship names, but what about tech tree, components? what about ai ? what about ai prioritizations? what about game mechanics?
Basically real modding is totally missing which is a very very bad thing since from mods you could get lot of contents and happy player...free!


I deliberatly left out bugs and crashes that i hope will get fixed in the new release.

Forevener
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RE: Master Wishlist Thread

Post by Forevener »

<Important>
    Diplomacy improvements
  • Option to ask for passing through system that belongs to other empire
</Important>
Joram
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RE: Master Wishlist Thread

Post by Joram »

Different bombardment options.&nbsp; e.g. 1) Ability to target military installations to minimize civilian casualties.&nbsp; 2) Target infrastructure which would reduce the development level but keep military and civilian casualties low.&nbsp; 3) Wipe planet, kill em all!&nbsp;&nbsp; Would be cool to possibly have some bio-warfare options but that may be a bit complex trying to defend against considering all the other things you are managing.
&nbsp;
True multi-class ship design.&nbsp; Including having the AI smart enough to upgrade your designs.&nbsp; So if I make a ship only with torpedos (for example), and another ship with just beam lasers, I would like the AI smart enough to update both with the latest components but not change the essence of my design.&nbsp;
&nbsp;
And of course, the ability to retrofit ships to any active design.
Kamonrius
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RE: Master Wishlist Thread

Post by Kamonrius »

Every thing in Fabio said. he simply says aloud what alot of people are thinking/notice



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Shark7
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RE: Master Wishlist Thread

Post by Shark7 »

Now that I have played enough, I can come up with my wish list items:

1. Ability to build ships in multiples. That is when I want to manually build ships, I get a simple screen that asks me 'How many would you like? with the empty box for me to enter a number. Having to build one at a time is click intensive.

2. I'd like some ability to decide the fate of conquered aliens. Maybe I'm conquering them to force them to work the spice mines on Misery IV, or maybe I let them integrate, or I simply purge them from the planet...Options could be 'Form forced labour unit', 'exterminate', exile, welcome, 'farm for soylent green' [:D], etc.

3. A reserve fleet that I can assign ships to that even a fully automated AI cannot have use of. This reserve would allow players to keep their regular units on fully automated, while also setting aside a portion of their ships that is for their use only. In other words, ships assigned to the reserve fleet would have no automation available, and be on manual control only.

4. An AO, AR, AOE, AOR type vessel...not a supply base...that could be sent to a fleet to refuel by ferrying between the supply base and the fleet. Supply bases are fine like they are, but it would be nice to have a ship that can take the gas to the fleet, instead of the fleet having to come to the gas.
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SireChaos
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RE: Master Wishlist Thread

Post by SireChaos »

Let moons get named after the planets they orbit - so for example the moon of Sol 3 is Sol 3 a, not RX143 or something like that.

Add an option to toggle between switching to close-up view when clicking on a message (about a ship or planet, I mean), and stayin on the current zoom level.

Add the ability to offer subsidies for civilian ship construction (which should increase the number of ships the civilian economy wants to have for a given size of your empire).

Add the ability to offer premiums for certain resources, so civilian mining ships concentrate on mining that resource.

Add a "no space critters" (ardilus, kaltor etc) setting to galaxy creation.
Aelfric
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RE: Master Wishlist Thread

Post by Aelfric »

The following would make the game much much better in its ship designing aspect:
  • Allow multiple designs to be treated as 'recent designs' for each role, which current ships of the same role will have the option to retrofit to. For instance, as of version 1.02, if I made two designs of frigates, both tailored for different purposes, only one would appear as 'recent' and I cannot retrofit my current ships to the one not considered as 'recent'.
  • Automatically rename retrofitted ships based on the designs they are retrofitted to. For example, if I retrofit my Titan III 015 to Titan IV design, the name will automatically change to Titan IV 001 (assuming this is the first ship of any designs retrofitted to Titan IV). This will make differentiating older and newer designs from just looking at the ships' names possible. This won't work on cruisers upward, but they are normally not as numerous as smaller vessels, so it shouldn't be a great issue.
Cheers!
theonlystd
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RE: Master Wishlist Thread

Post by theonlystd »

Mass upgrade button for the Design page


And an option for the Ai to ignore any Player designs if you have the Ai design automation on ...
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