Master Wishlist Thread
RE: Master Wishlist Thread
I don't want constructors to repair damaged ships. A repair ship class which players can dispatch to repair damaged ships. If this is too much of a micro managing, then let private sector the ability to send repair ships to the damaged ships and you'll get a bill for X money.
In games I'm playing, I just don't want to build lots of constructors. I usually have two or three maximum. They are busy constructing things.
Another ship class is what I am looking for.
In games I'm playing, I just don't want to build lots of constructors. I usually have two or three maximum. They are busy constructing things.
Another ship class is what I am looking for.
nammafia
RE: Master Wishlist Thread
ORIGINAL: nammafia
I don't want constructors to repair damaged ships. A repair ship class which players can dispatch to repair damaged ships. If this is too much of a micro managing, then let private sector the ability to send repair ships to the damaged ships and you'll get a bill for X money.
In games I'm playing, I just don't want to build lots of constructors. I usually have two or three maximum. They are busy constructing things.
Another ship class is what I am looking for.
+1 on this. I think private sector repair ships are a good idea in terms of reducing micro managing for the player, but I doubt that the military would allow a civilian contractor access to their ships. Seems like a security nightmare. I think we should have player controlled repair ships, I would just set them to automated by default. That way, if I know there will be a large battle and I'm going to need a repair ship, I can have 1 or 2 on stand by nearby.
RE: Master Wishlist Thread
I could get behind private repair ships that go around repairing privately owned ships (aka, freighters and the like). But its quite a security hole to have them repairing military ships. But its even more work for something that isn't exactly contributing much to the game... and besides, damaged private ships tend to be damaged for a reason... typically got caught in stellar storm or a space beast some such... sending repair ships for them is just more ships for the slaughter.
As for not wanting to have lots of constructors? why not? What is wrong with having lots of them and having them both repair and build?
Anyways, I just turn off all notifications of damaged ships... they eventually get repaired automatically (or not).
As for not wanting to have lots of constructors? why not? What is wrong with having lots of them and having them both repair and build?
Anyways, I just turn off all notifications of damaged ships... they eventually get repaired automatically (or not).
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
ORIGINAL: taltamir
damaged private ships tend to be damaged for a reason... typically got caught in stellar storm or a space beast some such... sending repair ships for them is just more ships for the slaughter.
That just got me thinking about how great it would be to have tractor beams in this game. What about a tug ship that could 'tow' a damaged vessel to safety? Out of a stellar storm or clear from space monsters/pirates. It could tow the damaged vessel back to the nearest space port.
As for not wanting to have lots of constructors? why not? What is wrong with having lots of them and having them both repair and build?
Constructors are expensive and slow/vulnerable. Having a small repair ship that is built just for that purpose could be cheap to maintain, more maneuverable.
RE: Master Wishlist Thread
Would be useful... but there are higher priority things to implement first I think.ORIGINAL: Igard
ORIGINAL: taltamir
damaged private ships tend to be damaged for a reason... typically got caught in stellar storm or a space beast some such... sending repair ships for them is just more ships for the slaughter.
That just got me thinking about how great it would be to have tractor beams in this game. What about a tug ship that could 'tow' a damaged vessel to safety? Out of a stellar storm or clear from space monsters/pirates. It could tow the damaged vessel back to the nearest space port.
As for not wanting to have lots of constructors? why not? What is wrong with having lots of them and having them both repair and build?
Constructors are expensive and slow/vulnerable. Having a small repair ship that is built just for that purpose could be cheap to maintain, more maneuverable.
Fair enough.
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
Would be useful... but there are higher priority things to implement first I think.
Absolutely, it would be a huge feature to implement. There could be different levels of tech for it too. Starting with cables that magentically attach to the target, then moving into tractor beam tech with different range and towing speeds.
RE: Master Wishlist Thread
Starbases/ports outside of starsystems. In this way you can place them at strategic places which sometimes lay in an area between two groups of starsystems. You could use these bases as a jumppoint for attacks or expansion. In a way you could see them as supplyships with weapons.
RE: Master Wishlist Thread
More living galaxy events, even more civilian contractors and ways they can influence the galaxy. Perhaps even some sort of Corporation mechanic, where a group of say, moon miner ships (or freighers or whatever) can band together and use part of their wealth to form a Corporation.
They could all have a little ticker in front of their name like [IC]Small Freighter, and could eventually buy and build their own mining stations and / or even colonize their own world (barren planets? to give a use for them?).
Maybe they are so obsessed about profitsssss (game trivia, where's that from?[:D]) that they dont mind living in domes on the barren planets, as long as there are valuable resources to mine and have their childrens mine [:D]
Also, a way to set the mouse zoom method to: zoom-in on cursor, zoom-out centered on screen.
They could all have a little ticker in front of their name like [IC]Small Freighter, and could eventually buy and build their own mining stations and / or even colonize their own world (barren planets? to give a use for them?).
Maybe they are so obsessed about profitsssss (game trivia, where's that from?[:D]) that they dont mind living in domes on the barren planets, as long as there are valuable resources to mine and have their childrens mine [:D]
Also, a way to set the mouse zoom method to: zoom-in on cursor, zoom-out centered on screen.
RE: Master Wishlist Thread
my wish would be to allow more government types, and the ability to add race specific government (hivemind) to other races, think it could be done?
RE: Master Wishlist Thread
Nvm we don't need this xD
This is a tweak for the ship designing process.
I've had times when I want my mining plants to have weapons, so I turn off auto, on the designs, and put a torpedo weapon or two on the plant. After I advanced in tech I really don't want to go through EVERY ship and add that one new module so I turn on auto for design. Then they upgrade my mining station WITHOUT the weapons and they are all defenseless again, which leaves them as a target for pirates.
I would like to have a little option to say, Hey I want this specific Torpedo weapon on this CLASS (Mining station, explorer etc.) No matter what, not even auto can take it off in the next design. Then when you upgrade to a new torpedo weapon you can simply swap the weapons.
*Now a CON that I thought of now is, if it's a let's say a troop compartment on a troop transport, the auto mode will add the newer troop compartments PLUS the ones you told it to not remove, in this case maybe it's possible to replace if it's a newer model?
Or even add a tick box for stations and PRIVATE ships for the auto design mode to give it some type of defense in the design of that class. I like that idea better xD
This is a tweak for the ship designing process.
I've had times when I want my mining plants to have weapons, so I turn off auto, on the designs, and put a torpedo weapon or two on the plant. After I advanced in tech I really don't want to go through EVERY ship and add that one new module so I turn on auto for design. Then they upgrade my mining station WITHOUT the weapons and they are all defenseless again, which leaves them as a target for pirates.
I would like to have a little option to say, Hey I want this specific Torpedo weapon on this CLASS (Mining station, explorer etc.) No matter what, not even auto can take it off in the next design. Then when you upgrade to a new torpedo weapon you can simply swap the weapons.
*Now a CON that I thought of now is, if it's a let's say a troop compartment on a troop transport, the auto mode will add the newer troop compartments PLUS the ones you told it to not remove, in this case maybe it's possible to replace if it's a newer model?
Or even add a tick box for stations and PRIVATE ships for the auto design mode to give it some type of defense in the design of that class. I like that idea better xD
RE: Master Wishlist Thread
@Slyke57: have you tried using the upgrade button for your custom design? it will simply upgrade all components to latest version. unlike turning on auto design, which replaces your current designs with AI made ones.
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
Oh really? Lol well that makes my life helluva lot easier xD Ty taltamir
*EDIT* Btw wouldn't it make more sense if the entering warp graphic appeared in front of the ship rather than behind?
*EDIT* Btw wouldn't it make more sense if the entering warp graphic appeared in front of the ship rather than behind?
RE: Master Wishlist Thread
Not a request but rather a proposal to continue doing this wishlist in a more organizable way.
Wade1000 said to Silverine for his compilation wishlist thread
"Thanks. Nice work. That compilation takes time and effort.
It'd be nice if many people in the Master Wish List would edit their post to add new wishes instead of making yet another post in their name."
I think maybe we should all start doing this instead, it would greatly reduce the time for Silverine to add to his awesome new list and for Matrix Game Staff to be able to view our requests making their lives MUCH easier.
Plus it will help us accidentally repeating stuff.
RE: Master Wishlist Thread
This will make it impossible to track new features though, because you wouldn't remember what is new and what is old.It'd be nice if many people in the Master Wish List would edit their post to add new wishes instead of making yet another post in their name."
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
Well if it's repeated they know that the players want it, atleast they don't have to flip through dozens of pages and constantly scroll.
RE: Master Wishlist Thread
Or how about something like this:
1. idea blablabla
2. idea blabla super-bla
A new point for each new edit, save yer old ideas
1. idea blablabla
2. idea blabla super-bla
A new point for each new edit, save yer old ideas

RE: Master Wishlist Thread
ORIGINAL: taltamir
This will make it impossible to track new features though, because you wouldn't remember what is new and what is old.It'd be nice if many people in the Master Wish List would edit their post to add new wishes instead of making yet another post in their name."
Actually I can't even remember everything I suggested.
Over at our harpoon site, we have each person with their own list, and you edit the main post with the quick version and an explanation below in a new post if needed. Then as you get your wishes granted, its very easy to just find your post and note it as done, either with a line through or color code. It helps, though the programmer has to look at everyone's list. [8D]
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
- AminMaalouf
- Posts: 176
- Joined: Sat Jan 06, 2007 1:45 pm
RE: Master Wishlist Thread
I have one wish:
The zoom in/out function by the mouse needs further balancing. You invest a lot of time with scrolling and wheeling on large maps. I like it as it is in principe but a bit of fine balance and a simple direct double click on object (e.g. planets, ships, etc.) approach would be fine.
The zoom in/out function by the mouse needs further balancing. You invest a lot of time with scrolling and wheeling on large maps. I like it as it is in principe but a bit of fine balance and a simple direct double click on object (e.g. planets, ships, etc.) approach would be fine.
RE: Master Wishlist Thread
I don't know if this idea has been suggested before. If it is then I add my support.
Together with the ability to make your own ship design already in DW, crews should gain experience points in combat so it might last a little bit longer to escape, so it might fire on target more often, so it might not escape too early, etc. This will make the ships players designed more personal as you design how to spend experience points to improve the crew.
Together with the ability to make your own ship design already in DW, crews should gain experience points in combat so it might last a little bit longer to escape, so it might fire on target more often, so it might not escape too early, etc. This will make the ships players designed more personal as you design how to spend experience points to improve the crew.
nammafia
- WriterNotViking
- Posts: 94
- Joined: Sat Aug 07, 2010 6:13 am
- Location: The Netherlands
RE: Master Wishlist Thread
ORIGINAL: Shark7
And another request:
Ability to define more ship roles through modding.
Right now we have Escort, Frigate, Destroyer, Cruiser, Capital Ship, etc.
I'd like the abiilty through modding to define such as:
-Corvette
-Sloop
-Frigate
-Destoyer
-Light Cruiser
-Heavy Cruiser
-Battle Cruiser
-Battleship
-Monitor
I agree with this. The changing conditions of naval warfare inspired many different types of warships over the years, and I'd really like to create a ship that's say, heavily armed and fast, but lightly protected, well armed and protected but slow, small and fast ships with little protection but long-ranged weapons, etc. This would easily be facilitated by having more ship classes to choose from.
What would also make the design process more intricate would be the addition of other kinds of weapons, or at least parallel development of different kinds of beam and torpedo weapons. Range, damage, and firing rate are attributes that can, and are, emphasized in different weapon systems, but they replace each other. How about the latest generation of torpedo weapons offering me a choice of long ranged heavy hitters that fire six rounds a minute, a less damaging version that fires more quickly, a close range rapid-fire type, etc. I think this would allow for more individual taste in ship design to be expressed, as well as having more control over the tactics of your space fleet through the kinds of ships you equip it with. As things stand right now, frigates are ultimately just enlarged escorts, rather than a unique class of warship.
I believe it has been mentioned that ship classes should have size restrictions. I agree with this, but this shouldn't be implemented as a simple ranking of large to small. I may want to create a heavy escort type, larger than the bottom end of the scale for frigates (using current ship classes). There should be an overlap, at least, again to allow the player maximum freedom in expressing their particular design philosophy... while removing the possibility of creating a frigate that dwarfs the greatest capital ships in the galaxy.
Distant Worlds has been a lot of fun so far, but seeing the creators so involved with the community as they work to improve the game even further is a new experience for me. I am grateful to all involved with the project, and hope DW will enjoy much commercial success.
Calm down, dear boy! We're writers, not Vikings...